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- declare module 'babylonjs' {
- export = BABYLON;
- }
- declare module BABYLON {
- /**
- * Defines how the parser contract is defined.
- * These parsers are used to parse a list of specific assets (like particle systems, etc..)
- */
- type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
- /**
- * Defines how the individual parser contract is defined.
- * These parser can parse an individual asset
- */
- type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
- /**
- * Base class of the scene acting as a container for the different elements composing a scene.
- * This class is dynamically extended by the different components of the scene increasing
- * flexibility and reducing coupling
- */
- abstract class AbstractScene {
- /**
- * Stores the list of available parsers in the application.
- */
- private static _BabylonFileParsers;
- /**
- * Stores the list of available individual parsers in the application.
- */
- private static _IndividualBabylonFileParsers;
- /**
- * Adds a parser in the list of available ones
- * @param name Defines the name of the parser
- * @param parser Defines the parser to add
- */
- static AddParser(name: string, parser: BabylonFileParser): void;
- /**
- * Gets a general parser from the list of avaialble ones
- * @param name Defines the name of the parser
- * @returns the requested parser or null
- */
- static GetParser(name: string): Nullable<BabylonFileParser>;
- /**
- * Adds n individual parser in the list of available ones
- * @param name Defines the name of the parser
- * @param parser Defines the parser to add
- */
- static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
- /**
- * Gets an individual parser from the list of avaialble ones
- * @param name Defines the name of the parser
- * @returns the requested parser or null
- */
- static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
- /**
- * Parser json data and populate both a scene and its associated container object
- * @param jsonData Defines the data to parse
- * @param scene Defines the scene to parse the data for
- * @param container Defines the container attached to the parsing sequence
- * @param rootUrl Defines the root url of the data
- */
- static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
- /**
- * Gets the list of root nodes (ie. nodes with no parent)
- */
- rootNodes: Node[];
- /** All of the cameras added to this scene
- * @see http://doc.babylonjs.com/babylon101/cameras
- */
- cameras: Camera[];
- /**
- * All of the lights added to this scene
- * @see http://doc.babylonjs.com/babylon101/lights
- */
- lights: Light[];
- /**
- * All of the (abstract) meshes added to this scene
- */
- meshes: AbstractMesh[];
- /**
- * The list of skeletons added to the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- skeletons: Skeleton[];
- /**
- * All of the particle systems added to this scene
- * @see http://doc.babylonjs.com/babylon101/particles
- */
- particleSystems: IParticleSystem[];
- /**
- * Gets a list of Animations associated with the scene
- */
- animations: Animation[];
- /**
- * All of the animation groups added to this scene
- * @see http://doc.babylonjs.com/how_to/group
- */
- animationGroups: AnimationGroup[];
- /**
- * All of the multi-materials added to this scene
- * @see http://doc.babylonjs.com/how_to/multi_materials
- */
- multiMaterials: MultiMaterial[];
- /**
- * All of the materials added to this scene
- * @see http://doc.babylonjs.com/babylon101/materials
- */
- materials: Material[];
- /**
- * The list of morph target managers added to the scene
- * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
- */
- morphTargetManagers: MorphTargetManager[];
- /**
- * The list of geometries used in the scene.
- */
- geometries: Geometry[];
- /**
- * All of the tranform nodes added to this scene
- * @see http://doc.babylonjs.com/how_to/transformnode
- */
- transformNodes: TransformNode[];
- /**
- * ActionManagers available on the scene.
- */
- actionManagers: ActionManager[];
- /**
- * Textures to keep.
- */
- textures: BaseTexture[];
- }
- }
- declare module BABYLON {
- /**
- * Set of assets to keep when moving a scene into an asset container.
- */
- class KeepAssets extends AbstractScene {
- }
- /**
- * Container with a set of assets that can be added or removed from a scene.
- */
- class AssetContainer extends AbstractScene {
- /**
- * The scene the AssetContainer belongs to.
- */
- scene: Scene;
- /**
- * Instantiates an AssetContainer.
- * @param scene The scene the AssetContainer belongs to.
- */
- constructor(scene: Scene);
- /**
- * Adds all the assets from the container to the scene.
- */
- addAllToScene(): void;
- /**
- * Removes all the assets in the container from the scene
- */
- removeAllFromScene(): void;
- private _moveAssets;
- /**
- * Removes all the assets contained in the scene and adds them to the container.
- * @param keepAssets Set of assets to keep in the scene. (default: empty)
- */
- moveAllFromScene(keepAssets?: KeepAssets): void;
- /**
- * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
- * @returns the root mesh
- */
- createRootMesh(): Mesh;
- }
- }
- interface Window {
- mozIndexedDB: IDBFactory;
- webkitIndexedDB: IDBFactory;
- msIndexedDB: IDBFactory;
- webkitURL: typeof URL;
- mozRequestAnimationFrame(callback: FrameRequestCallback): number;
- oRequestAnimationFrame(callback: FrameRequestCallback): number;
- WebGLRenderingContext: WebGLRenderingContext;
- MSGesture: MSGesture;
- CANNON: any;
- AudioContext: AudioContext;
- webkitAudioContext: AudioContext;
- PointerEvent: any;
- Math: Math;
- Uint8Array: Uint8ArrayConstructor;
- Float32Array: Float32ArrayConstructor;
- mozURL: typeof URL;
- msURL: typeof URL;
- VRFrameData: any;
- DracoDecoderModule: any;
- setImmediate(handler: (...args: any[]) => void): number;
- }
- interface WebGLRenderingContext {
- drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
- drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
- vertexAttribDivisor(index: number, divisor: number): void;
- createVertexArray(): any;
- bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
- deleteVertexArray(vao: WebGLVertexArrayObject): void;
- blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
- renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
- bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
- getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
- uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
- createQuery(): WebGLQuery;
- deleteQuery(query: WebGLQuery): void;
- beginQuery(target: number, query: WebGLQuery): void;
- endQuery(target: number): void;
- getQueryParameter(query: WebGLQuery, pname: number): any;
- getQuery(target: number, pname: number): any;
- MAX_SAMPLES: number;
- RGBA8: number;
- READ_FRAMEBUFFER: number;
- DRAW_FRAMEBUFFER: number;
- UNIFORM_BUFFER: number;
- HALF_FLOAT_OES: number;
- RGBA16F: number;
- RGBA32F: number;
- R32F: number;
- RG32F: number;
- RGB32F: number;
- R16F: number;
- RG16F: number;
- RGB16F: number;
- RED: number;
- RG: number;
- R8: number;
- RG8: number;
- UNSIGNED_INT_24_8: number;
- DEPTH24_STENCIL8: number;
- drawBuffers(buffers: number[]): void;
- readBuffer(src: number): void;
- readonly COLOR_ATTACHMENT0: number;
- readonly COLOR_ATTACHMENT1: number;
- readonly COLOR_ATTACHMENT2: number;
- readonly COLOR_ATTACHMENT3: number;
- ANY_SAMPLES_PASSED_CONSERVATIVE: number;
- ANY_SAMPLES_PASSED: number;
- QUERY_RESULT_AVAILABLE: number;
- QUERY_RESULT: number;
- }
- interface Document {
- mozCancelFullScreen(): void;
- msCancelFullScreen(): void;
- webkitCancelFullScreen(): void;
- requestPointerLock(): void;
- exitPointerLock(): void;
- fullscreen: boolean;
- mozFullScreen: boolean;
- msIsFullScreen: boolean;
- readonly webkitIsFullScreen: boolean;
- readonly pointerLockElement: Element;
- mozPointerLockElement: HTMLElement;
- msPointerLockElement: HTMLElement;
- webkitPointerLockElement: HTMLElement;
- }
- interface HTMLCanvasElement {
- requestPointerLock(): void;
- msRequestPointerLock?(): void;
- mozRequestPointerLock?(): void;
- webkitRequestPointerLock?(): void;
- }
- interface CanvasRenderingContext2D {
- msImageSmoothingEnabled: boolean;
- }
- interface WebGLBuffer {
- references: number;
- capacity: number;
- is32Bits: boolean;
- }
- interface WebGLProgram {
- transformFeedback?: WebGLTransformFeedback | null;
- __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
- }
- interface MouseEvent {
- mozMovementX: number;
- mozMovementY: number;
- webkitMovementX: number;
- webkitMovementY: number;
- msMovementX: number;
- msMovementY: number;
- }
- interface Navigator {
- mozGetVRDevices: (any: any) => any;
- webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
- mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
- msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
- webkitGetGamepads(): Gamepad[];
- msGetGamepads(): Gamepad[];
- webkitGamepads(): Gamepad[];
- }
- interface HTMLVideoElement {
- mozSrcObject: any;
- }
- interface Element {
- webkitRequestFullScreen: () => void;
- }
- interface Screen {
- readonly orientation: string;
- readonly mozOrientation: string;
- }
- interface Math {
- fround(x: number): number;
- imul(a: number, b: number): number;
- }
- interface EXT_disjoint_timer_query {
- QUERY_COUNTER_BITS_EXT: number;
- TIME_ELAPSED_EXT: number;
- TIMESTAMP_EXT: number;
- GPU_DISJOINT_EXT: number;
- QUERY_RESULT_EXT: number;
- QUERY_RESULT_AVAILABLE_EXT: number;
- queryCounterEXT(query: WebGLQuery, target: number): void;
- createQueryEXT(): WebGLQuery;
- beginQueryEXT(target: number, query: WebGLQuery): void;
- endQueryEXT(target: number): void;
- getQueryObjectEXT(query: WebGLQuery, target: number): any;
- deleteQueryEXT(query: WebGLQuery): void;
- }
- interface WebGLUniformLocation {
- _currentState: any;
- }
- declare module BABYLON {
- /**
- * Defines how a node can be built from a string name.
- */
- type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
- /**
- * Node is the basic class for all scene objects (Mesh, Light, Camera.)
- */
- class Node implements IBehaviorAware<Node> {
- private static _NodeConstructors;
- /**
- * Add a new node constructor
- * @param type defines the type name of the node to construct
- * @param constructorFunc defines the constructor function
- */
- static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
- /**
- * Returns a node constructor based on type name
- * @param type defines the type name
- * @param name defines the new node name
- * @param scene defines the hosting scene
- * @param options defines optional options to transmit to constructors
- * @returns the new constructor or null
- */
- static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
- /**
- * Gets or sets the name of the node
- */
- name: string;
- /**
- * Gets or sets the id of the node
- */
- id: string;
- /**
- * Gets or sets the unique id of the node
- */
- uniqueId: number;
- /**
- * Gets or sets a string used to store user defined state for the node
- */
- state: string;
- /**
- * Gets or sets an object used to store user defined information for the node
- */
- metadata: any;
- /**
- * Gets or sets a boolean used to define if the node must be serialized
- */
- doNotSerialize: boolean;
- /** @hidden */
- _isDisposed: boolean;
- /**
- * Gets a list of Animations associated with the node
- */
- animations: Animation[];
- protected _ranges: {
- [name: string]: Nullable<AnimationRange>;
- };
- /**
- * Callback raised when the node is ready to be used
- */
- onReady: (node: Node) => void;
- private _isEnabled;
- private _isParentEnabled;
- private _isReady;
- /** @hidden */
- _currentRenderId: number;
- private _parentRenderId;
- protected _childRenderId: number;
- /** @hidden */
- _waitingParentId: Nullable<string>;
- /** @hidden */
- _scene: Scene;
- /** @hidden */
- _cache: any;
- private _parentNode;
- private _children;
- /** @hidden */
- _worldMatrix: Matrix;
- /** @hidden */
- _worldMatrixDeterminant: number;
- /** @hidden */
- private _sceneRootNodesIndex;
- /**
- * Gets a boolean indicating if the node has been disposed
- * @returns true if the node was disposed
- */
- isDisposed(): boolean;
- /**
- * Gets or sets the parent of the node
- */
- parent: Nullable<Node>;
- private addToSceneRootNodes;
- private removeFromSceneRootNodes;
- private _animationPropertiesOverride;
- /**
- * Gets or sets the animation properties override
- */
- animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
- /**
- * Gets a string idenfifying the name of the class
- * @returns "Node" string
- */
- getClassName(): string;
- /**
- * An event triggered when the mesh is disposed
- */
- onDisposeObservable: Observable<Node>;
- private _onDisposeObserver;
- /**
- * Sets a callback that will be raised when the node will be disposed
- */
- onDispose: () => void;
- /**
- * Creates a new Node
- * @param name the name and id to be given to this node
- * @param scene the scene this node will be added to
- */
- constructor(name: string, scene?: Nullable<Scene>);
- /**
- * Gets the scene of the node
- * @returns a scene
- */
- getScene(): Scene;
- /**
- * Gets the engine of the node
- * @returns a Engine
- */
- getEngine(): Engine;
- private _behaviors;
- /**
- * Attach a behavior to the node
- * @see http://doc.babylonjs.com/features/behaviour
- * @param behavior defines the behavior to attach
- * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
- * @returns the current Node
- */
- addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
- /**
- * Remove an attached behavior
- * @see http://doc.babylonjs.com/features/behaviour
- * @param behavior defines the behavior to attach
- * @returns the current Node
- */
- removeBehavior(behavior: Behavior<Node>): Node;
- /**
- * Gets the list of attached behaviors
- * @see http://doc.babylonjs.com/features/behaviour
- */
- readonly behaviors: Behavior<Node>[];
- /**
- * Gets an attached behavior by name
- * @param name defines the name of the behavior to look for
- * @see http://doc.babylonjs.com/features/behaviour
- * @returns null if behavior was not found else the requested behavior
- */
- getBehaviorByName(name: string): Nullable<Behavior<Node>>;
- /**
- * Returns the latest update of the World matrix
- * @returns a Matrix
- */
- getWorldMatrix(): Matrix;
- /** @hidden */
- _getWorldMatrixDeterminant(): number;
- /**
- * Returns directly the latest state of the mesh World matrix.
- * A Matrix is returned.
- */
- readonly worldMatrixFromCache: Matrix;
- /** @hidden */
- _initCache(): void;
- /** @hidden */
- updateCache(force?: boolean): void;
- /** @hidden */
- _updateCache(ignoreParentClass?: boolean): void;
- /** @hidden */
- _isSynchronized(): boolean;
- /** @hidden */
- _markSyncedWithParent(): void;
- /** @hidden */
- isSynchronizedWithParent(): boolean;
- /** @hidden */
- isSynchronized(): boolean;
- /**
- * Is this node ready to be used/rendered
- * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
- * @return true if the node is ready
- */
- isReady(completeCheck?: boolean): boolean;
- /**
- * Is this node enabled?
- * If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
- * @param checkAncestors indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
- * @return whether this node (and its parent) is enabled
- */
- isEnabled(checkAncestors?: boolean): boolean;
- /** @hidden */
- protected _syncParentEnabledState(): void;
- /**
- * Set the enabled state of this node
- * @param value defines the new enabled state
- */
- setEnabled(value: boolean): void;
- /**
- * Is this node a descendant of the given node?
- * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
- * @param ancestor defines the parent node to inspect
- * @returns a boolean indicating if this node is a descendant of the given node
- */
- isDescendantOf(ancestor: Node): boolean;
- /** @hidden */
- _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
- /**
- * Will return all nodes that have this node as ascendant
- * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
- * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
- * @return all children nodes of all types
- */
- getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
- /**
- * Get all child-meshes of this node
- * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
- * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
- * @returns an array of AbstractMesh
- */
- getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
- /**
- * Get all child-transformNodes of this node
- * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
- * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
- * @returns an array of TransformNode
- */
- getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
- /**
- * Get all direct children of this node
- * @param predicate defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
- * @returns an array of Node
- */
- getChildren(predicate?: (node: Node) => boolean): Node[];
- /** @hidden */
- _setReady(state: boolean): void;
- /**
- * Get an animation by name
- * @param name defines the name of the animation to look for
- * @returns null if not found else the requested animation
- */
- getAnimationByName(name: string): Nullable<Animation>;
- /**
- * Creates an animation range for this node
- * @param name defines the name of the range
- * @param from defines the starting key
- * @param to defines the end key
- */
- createAnimationRange(name: string, from: number, to: number): void;
- /**
- * Delete a specific animation range
- * @param name defines the name of the range to delete
- * @param deleteFrames defines if animation frames from the range must be deleted as well
- */
- deleteAnimationRange(name: string, deleteFrames?: boolean): void;
- /**
- * Get an animation range by name
- * @param name defines the name of the animation range to look for
- * @returns null if not found else the requested animation range
- */
- getAnimationRange(name: string): Nullable<AnimationRange>;
- /**
- * Will start the animation sequence
- * @param name defines the range frames for animation sequence
- * @param loop defines if the animation should loop (false by default)
- * @param speedRatio defines the speed factor in which to run the animation (1 by default)
- * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
- * @returns the object created for this animation. If range does not exist, it will return null
- */
- beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
- /**
- * Serialize animation ranges into a JSON compatible object
- * @returns serialization object
- */
- serializeAnimationRanges(): any;
- /**
- * Computes the world matrix of the node
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
- * @returns the world matrix
- */
- computeWorldMatrix(force?: boolean): Matrix;
- /**
- * Releases resources associated with this node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- /**
- * Parse animation range data from a serialization object and store them into a given node
- * @param node defines where to store the animation ranges
- * @param parsedNode defines the serialization object to read data from
- * @param scene defines the hosting scene
- */
- static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
- }
- }
- declare module BABYLON {
- /**
- * Define an interface for all classes that will hold resources
- */
- interface IDisposable {
- /**
- * Releases all held resources
- */
- dispose(): void;
- }
- /**
- * This class is used by the onRenderingGroupObservable
- */
- class RenderingGroupInfo {
- /**
- * The Scene that being rendered
- */
- scene: Scene;
- /**
- * The camera currently used for the rendering pass
- */
- camera: Nullable<Camera>;
- /**
- * The ID of the renderingGroup being processed
- */
- renderingGroupId: number;
- }
- /**
- * Represents a scene to be rendered by the engine.
- * @see http://doc.babylonjs.com/features/scene
- */
- class Scene extends AbstractScene implements IAnimatable {
- private static _uniqueIdCounter;
- /** The fog is deactivated */
- static readonly FOGMODE_NONE: number;
- /** The fog density is following an exponential function */
- static readonly FOGMODE_EXP: number;
- /** The fog density is following an exponential function faster than FOGMODE_EXP */
- static readonly FOGMODE_EXP2: number;
- /** The fog density is following a linear function. */
- static readonly FOGMODE_LINEAR: number;
- /**
- * Gets or sets the minimum deltatime when deterministic lock step is enabled
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- static MinDeltaTime: number;
- /**
- * Gets or sets the maximum deltatime when deterministic lock step is enabled
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- static MaxDeltaTime: number;
- /**
- * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
- */
- autoClear: boolean;
- /**
- * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
- */
- autoClearDepthAndStencil: boolean;
- /**
- * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
- */
- clearColor: Color4;
- /**
- * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
- */
- ambientColor: Color3;
- /** @hidden */
- _environmentBRDFTexture: BaseTexture;
- /** @hidden */
- protected _environmentTexture: BaseTexture;
- /**
- * Texture used in all pbr material as the reflection texture.
- * As in the majority of the scene they are the same (exception for multi room and so on),
- * this is easier to reference from here than from all the materials.
- */
- /**
- * Texture used in all pbr material as the reflection texture.
- * As in the majority of the scene they are the same (exception for multi room and so on),
- * this is easier to set here than in all the materials.
- */
- environmentTexture: BaseTexture;
- /** @hidden */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Default image processing configuration used either in the rendering
- * Forward main pass or through the imageProcessingPostProcess if present.
- * As in the majority of the scene they are the same (exception for multi camera),
- * this is easier to reference from here than from all the materials and post process.
- *
- * No setter as we it is a shared configuration, you can set the values instead.
- */
- readonly imageProcessingConfiguration: ImageProcessingConfiguration;
- private _forceWireframe;
- /**
- * Gets or sets a boolean indicating if all rendering must be done in wireframe
- */
- forceWireframe: boolean;
- private _forcePointsCloud;
- /**
- * Gets or sets a boolean indicating if all rendering must be done in point cloud
- */
- forcePointsCloud: boolean;
- /**
- * Gets or sets the active clipplane 1
- */
- clipPlane: Nullable<Plane>;
- /**
- * Gets or sets the active clipplane 2
- */
- clipPlane2: Nullable<Plane>;
- /**
- * Gets or sets the active clipplane 3
- */
- clipPlane3: Nullable<Plane>;
- /**
- * Gets or sets the active clipplane 4
- */
- clipPlane4: Nullable<Plane>;
- /**
- * Gets or sets a boolean indicating if animations are enabled
- */
- animationsEnabled: boolean;
- private _animationPropertiesOverride;
- /**
- * Gets or sets the animation properties override
- */
- animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
- /**
- * Gets or sets a boolean indicating if a constant deltatime has to be used
- * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
- */
- useConstantAnimationDeltaTime: boolean;
- /**
- * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
- * Please note that it requires to run a ray cast through the scene on every frame
- */
- constantlyUpdateMeshUnderPointer: boolean;
- /**
- * Defines the HTML cursor to use when hovering over interactive elements
- */
- hoverCursor: string;
- /**
- * Defines the HTML default cursor to use (empty by default)
- */
- defaultCursor: string;
- /**
- * This is used to call preventDefault() on pointer down
- * in order to block unwanted artifacts like system double clicks
- */
- preventDefaultOnPointerDown: boolean;
- /**
- * Gets or sets user defined metadata
- */
- metadata: any;
- /**
- * Gets the name of the plugin used to load this scene (null by default)
- */
- loadingPluginName: string;
- /**
- * Use this array to add regular expressions used to disable offline support for specific urls
- */
- disableOfflineSupportExceptionRules: RegExp[];
- /**
- * An event triggered when the scene is disposed.
- */
- onDisposeObservable: Observable<Scene>;
- private _onDisposeObserver;
- /** Sets a function to be executed when this scene is disposed. */
- onDispose: () => void;
- /**
- * An event triggered before rendering the scene (right after animations and physics)
- */
- onBeforeRenderObservable: Observable<Scene>;
- private _onBeforeRenderObserver;
- /** Sets a function to be executed before rendering this scene */
- beforeRender: Nullable<() => void>;
- /**
- * An event triggered after rendering the scene
- */
- onAfterRenderObservable: Observable<Scene>;
- private _onAfterRenderObserver;
- /** Sets a function to be executed after rendering this scene */
- afterRender: Nullable<() => void>;
- /**
- * An event triggered before animating the scene
- */
- onBeforeAnimationsObservable: Observable<Scene>;
- /**
- * An event triggered after animations processing
- */
- onAfterAnimationsObservable: Observable<Scene>;
- /**
- * An event triggered before draw calls are ready to be sent
- */
- onBeforeDrawPhaseObservable: Observable<Scene>;
- /**
- * An event triggered after draw calls have been sent
- */
- onAfterDrawPhaseObservable: Observable<Scene>;
- /**
- * An event triggered when the scene is ready
- */
- onReadyObservable: Observable<Scene>;
- /**
- * An event triggered before rendering a camera
- */
- onBeforeCameraRenderObservable: Observable<Camera>;
- private _onBeforeCameraRenderObserver;
- /** Sets a function to be executed before rendering a camera*/
- beforeCameraRender: () => void;
- /**
- * An event triggered after rendering a camera
- */
- onAfterCameraRenderObservable: Observable<Camera>;
- private _onAfterCameraRenderObserver;
- /** Sets a function to be executed after rendering a camera*/
- afterCameraRender: () => void;
- /**
- * An event triggered when active meshes evaluation is about to start
- */
- onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
- /**
- * An event triggered when active meshes evaluation is done
- */
- onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
- /**
- * An event triggered when particles rendering is about to start
- * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
- */
- onBeforeParticlesRenderingObservable: Observable<Scene>;
- /**
- * An event triggered when particles rendering is done
- * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
- */
- onAfterParticlesRenderingObservable: Observable<Scene>;
- /**
- * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
- */
- onDataLoadedObservable: Observable<Scene>;
- /**
- * An event triggered when a camera is created
- */
- onNewCameraAddedObservable: Observable<Camera>;
- /**
- * An event triggered when a camera is removed
- */
- onCameraRemovedObservable: Observable<Camera>;
- /**
- * An event triggered when a light is created
- */
- onNewLightAddedObservable: Observable<Light>;
- /**
- * An event triggered when a light is removed
- */
- onLightRemovedObservable: Observable<Light>;
- /**
- * An event triggered when a geometry is created
- */
- onNewGeometryAddedObservable: Observable<Geometry>;
- /**
- * An event triggered when a geometry is removed
- */
- onGeometryRemovedObservable: Observable<Geometry>;
- /**
- * An event triggered when a transform node is created
- */
- onNewTransformNodeAddedObservable: Observable<TransformNode>;
- /**
- * An event triggered when a transform node is removed
- */
- onTransformNodeRemovedObservable: Observable<TransformNode>;
- /**
- * An event triggered when a mesh is created
- */
- onNewMeshAddedObservable: Observable<AbstractMesh>;
- /**
- * An event triggered when a mesh is removed
- */
- onMeshRemovedObservable: Observable<AbstractMesh>;
- /**
- * An event triggered when a material is created
- */
- onNewMaterialAddedObservable: Observable<Material>;
- /**
- * An event triggered when a material is removed
- */
- onMaterialRemovedObservable: Observable<Material>;
- /**
- * An event triggered when a texture is created
- */
- onNewTextureAddedObservable: Observable<BaseTexture>;
- /**
- * An event triggered when a texture is removed
- */
- onTextureRemovedObservable: Observable<BaseTexture>;
- /**
- * An event triggered when render targets are about to be rendered
- * Can happen multiple times per frame.
- */
- onBeforeRenderTargetsRenderObservable: Observable<Scene>;
- /**
- * An event triggered when render targets were rendered.
- * Can happen multiple times per frame.
- */
- onAfterRenderTargetsRenderObservable: Observable<Scene>;
- /**
- * An event triggered before calculating deterministic simulation step
- */
- onBeforeStepObservable: Observable<Scene>;
- /**
- * An event triggered after calculating deterministic simulation step
- */
- onAfterStepObservable: Observable<Scene>;
- /**
- * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
- * The RenderinGroupInfo class contains all the information about the context in which the observable is called
- * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
- */
- onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
- /**
- * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
- * The RenderinGroupInfo class contains all the information about the context in which the observable is called
- * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
- */
- onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
- /**
- * This Observable will when a mesh has been imported into the scene.
- */
- onMeshImportedObservable: Observable<AbstractMesh>;
- private _registeredForLateAnimationBindings;
- /**
- * Gets or sets a predicate used to select candidate meshes for a pointer down event
- */
- pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
- /**
- * Gets or sets a predicate used to select candidate meshes for a pointer up event
- */
- pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
- /**
- * Gets or sets a predicate used to select candidate meshes for a pointer move event
- */
- pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
- private _onPointerMove;
- private _onPointerDown;
- private _onPointerUp;
- /** Deprecated. Use onPointerObservable instead */
- onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
- /** Deprecated. Use onPointerObservable instead */
- onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
- /** Deprecated. Use onPointerObservable instead */
- onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
- /** Deprecated. Use onPointerObservable instead */
- onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
- /**
- * This observable event is triggered when any ponter event is triggered. It is registered during Scene.attachControl() and it is called BEFORE the 3D engine process anything (mesh/sprite picking for instance).
- * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
- */
- onPrePointerObservable: Observable<PointerInfoPre>;
- /**
- * Observable event triggered each time an input event is received from the rendering canvas
- */
- onPointerObservable: Observable<PointerInfo>;
- /**
- * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
- */
- readonly unTranslatedPointer: Vector2;
- /** The distance in pixel that you have to move to prevent some events */
- static DragMovementThreshold: number;
- /** Time in milliseconds to wait to raise long press events if button is still pressed */
- static LongPressDelay: number;
- /** Time in milliseconds with two consecutive clicks will be considered as a double click */
- static DoubleClickDelay: number;
- /** If you need to check double click without raising a single click at first click, enable this flag */
- static ExclusiveDoubleClickMode: boolean;
- private _initClickEvent;
- private _initActionManager;
- private _delayedSimpleClick;
- private _delayedSimpleClickTimeout;
- private _previousDelayedSimpleClickTimeout;
- private _meshPickProceed;
- private _previousButtonPressed;
- private _currentPickResult;
- private _previousPickResult;
- private _totalPointersPressed;
- private _doubleClickOccured;
- /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
- cameraToUseForPointers: Nullable<Camera>;
- private _pointerX;
- private _pointerY;
- private _unTranslatedPointerX;
- private _unTranslatedPointerY;
- private _startingPointerPosition;
- private _previousStartingPointerPosition;
- private _startingPointerTime;
- private _previousStartingPointerTime;
- private _pointerCaptures;
- private _timeAccumulator;
- private _currentStepId;
- private _currentInternalStep;
- /** @hidden */
- _mirroredCameraPosition: Nullable<Vector3>;
- /**
- * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
- * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
- */
- onPreKeyboardObservable: Observable<KeyboardInfoPre>;
- /**
- * Observable event triggered each time an keyboard event is received from the hosting window
- */
- onKeyboardObservable: Observable<KeyboardInfo>;
- private _onKeyDown;
- private _onKeyUp;
- private _onCanvasFocusObserver;
- private _onCanvasBlurObserver;
- private _useRightHandedSystem;
- /**
- * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
- */
- useRightHandedSystem: boolean;
- /**
- * Sets the step Id used by deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @param newStepId defines the step Id
- */
- setStepId(newStepId: number): void;
- /**
- * Gets the step Id used by deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns the step Id
- */
- getStepId(): number;
- /**
- * Gets the internal step used by deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns the internal step
- */
- getInternalStep(): number;
- private _fogEnabled;
- /**
- * Gets or sets a boolean indicating if fog is enabled on this scene
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * (Default is true)
- */
- fogEnabled: boolean;
- private _fogMode;
- /**
- * Gets or sets the fog mode to use
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * | mode | value |
- * | --- | --- |
- * | FOGMODE_NONE | 0 |
- * | FOGMODE_EXP | 1 |
- * | FOGMODE_EXP2 | 2 |
- * | FOGMODE_LINEAR | 3 |
- */
- fogMode: number;
- /**
- * Gets or sets the fog color to use
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * (Default is Color3(0.2, 0.2, 0.3))
- */
- fogColor: Color3;
- /**
- * Gets or sets the fog density to use
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * (Default is 0.1)
- */
- fogDensity: number;
- /**
- * Gets or sets the fog start distance to use
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * (Default is 0)
- */
- fogStart: number;
- /**
- * Gets or sets the fog end distance to use
- * @see http://doc.babylonjs.com/babylon101/environment#fog
- * (Default is 1000)
- */
- fogEnd: number;
- private _shadowsEnabled;
- /**
- * Gets or sets a boolean indicating if shadows are enabled on this scene
- */
- shadowsEnabled: boolean;
- private _lightsEnabled;
- /**
- * Gets or sets a boolean indicating if lights are enabled on this scene
- */
- lightsEnabled: boolean;
- /** All of the active cameras added to this scene. */
- activeCameras: Camera[];
- /** The current active camera */
- activeCamera: Nullable<Camera>;
- private _defaultMaterial;
- /** The default material used on meshes when no material is affected */
- /** The default material used on meshes when no material is affected */
- defaultMaterial: Material;
- private _texturesEnabled;
- /**
- * Gets or sets a boolean indicating if textures are enabled on this scene
- */
- texturesEnabled: boolean;
- /**
- * Gets or sets a boolean indicating if particles are enabled on this scene
- */
- particlesEnabled: boolean;
- /**
- * Gets or sets a boolean indicating if sprites are enabled on this scene
- */
- spritesEnabled: boolean;
- private _skeletonsEnabled;
- /**
- * Gets or sets a boolean indicating if skeletons are enabled on this scene
- */
- skeletonsEnabled: boolean;
- /**
- * Gets or sets a boolean indicating if lens flares are enabled on this scene
- */
- lensFlaresEnabled: boolean;
- /**
- * Gets or sets a boolean indicating if collisions are enabled on this scene
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- collisionsEnabled: boolean;
- private _workerCollisions;
- /** @hidden */
- collisionCoordinator: ICollisionCoordinator;
- /**
- * Defines the gravity applied to this scene (used only for collisions)
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- gravity: Vector3;
- /**
- * Gets or sets a boolean indicating if postprocesses are enabled on this scene
- */
- postProcessesEnabled: boolean;
- /**
- * The list of postprocesses added to the scene
- */
- postProcesses: PostProcess[];
- /**
- * Gets the current postprocess manager
- */
- postProcessManager: PostProcessManager;
- /**
- * Gets or sets a boolean indicating if render targets are enabled on this scene
- */
- renderTargetsEnabled: boolean;
- /**
- * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
- * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
- */
- dumpNextRenderTargets: boolean;
- /**
- * The list of user defined render targets added to the scene
- */
- customRenderTargets: RenderTargetTexture[];
- /**
- * Defines if texture loading must be delayed
- * If true, textures will only be loaded when they need to be rendered
- */
- useDelayedTextureLoading: boolean;
- /**
- * Gets the list of meshes imported to the scene through SceneLoader
- */
- importedMeshesFiles: String[];
- /**
- * Gets or sets a boolean indicating if probes are enabled on this scene
- */
- probesEnabled: boolean;
- /**
- * @hidden
- */
- database: Database;
- /**
- * Gets or sets the action manager associated with the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- actionManager: ActionManager;
- private _meshesForIntersections;
- /**
- * Gets or sets a boolean indicating if procedural textures are enabled on this scene
- */
- proceduralTexturesEnabled: boolean;
- private _engine;
- private _totalVertices;
- /** @hidden */
- _activeIndices: PerfCounter;
- /** @hidden */
- _activeParticles: PerfCounter;
- /** @hidden */
- _activeBones: PerfCounter;
- private _animationRatio;
- private _animationTimeLast;
- private _animationTime;
- /**
- * Gets or sets a general scale for animation speed
- * @see https://www.babylonjs-playground.com/#IBU2W7#3
- */
- animationTimeScale: number;
- /** @hidden */
- _cachedMaterial: Nullable<Material>;
- /** @hidden */
- _cachedEffect: Nullable<Effect>;
- /** @hidden */
- _cachedVisibility: Nullable<number>;
- private _renderId;
- private _frameId;
- private _executeWhenReadyTimeoutId;
- private _intermediateRendering;
- private _viewUpdateFlag;
- private _projectionUpdateFlag;
- private _alternateViewUpdateFlag;
- private _alternateProjectionUpdateFlag;
- /** @hidden */
- _toBeDisposed: Nullable<IDisposable>[];
- private _activeRequests;
- private _pendingData;
- private _isDisposed;
- /**
- * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
- * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
- */
- dispatchAllSubMeshesOfActiveMeshes: boolean;
- private _activeMeshes;
- private _processedMaterials;
- private _renderTargets;
- /** @hidden */
- _activeParticleSystems: SmartArray<IParticleSystem>;
- private _activeSkeletons;
- private _softwareSkinnedMeshes;
- private _renderingManager;
- /** @hidden */
- _activeAnimatables: Animatable[];
- private _transformMatrix;
- private _sceneUbo;
- private _alternateSceneUbo;
- private _pickWithRayInverseMatrix;
- private _viewMatrix;
- private _projectionMatrix;
- private _alternateViewMatrix;
- private _alternateProjectionMatrix;
- private _alternateTransformMatrix;
- private _useAlternateCameraConfiguration;
- private _alternateRendering;
- /** @hidden */
- _forcedViewPosition: Nullable<Vector3>;
- /** @hidden */
- readonly _isAlternateRenderingEnabled: boolean;
- private _frustumPlanes;
- /**
- * Gets the list of frustum planes (built from the active camera)
- */
- readonly frustumPlanes: Plane[];
- /**
- * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
- * This is useful if there are more lights that the maximum simulteanous authorized
- */
- requireLightSorting: boolean;
- private _pointerOverMesh;
- private _pickedDownMesh;
- private _pickedUpMesh;
- private _externalData;
- private _uid;
- /**
- * @hidden
- * Backing store of defined scene components.
- */
- _components: ISceneComponent[];
- /**
- * @hidden
- * Backing store of defined scene components.
- */
- _serializableComponents: ISceneSerializableComponent[];
- /**
- * List of components to register on the next registration step.
- */
- private _transientComponents;
- /**
- * Registers the transient components if needed.
- */
- private _registerTransientComponents;
- /**
- * @hidden
- * Add a component to the scene.
- * Note that the ccomponent could be registered on th next frame if this is called after
- * the register component stage.
- * @param component Defines the component to add to the scene
- */
- _addComponent(component: ISceneComponent): void;
- /**
- * @hidden
- * Gets a component from the scene.
- * @param name defines the name of the component to retrieve
- * @returns the component or null if not present
- */
- _getComponent(name: string): Nullable<ISceneComponent>;
- /**
- * @hidden
- * Defines the actions happening before camera updates.
- */
- _beforeCameraUpdateStage: Stage<SimpleStageAction>;
- /**
- * @hidden
- * Defines the actions happening before clear the canvas.
- */
- _beforeClearStage: Stage<SimpleStageAction>;
- /**
- * @hidden
- * Defines the actions when collecting render targets for the frame.
- */
- _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
- /**
- * @hidden
- * Defines the actions happening for one camera in the frame.
- */
- _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
- /**
- * @hidden
- * Defines the actions happening during the per mesh ready checks.
- */
- _isReadyForMeshStage: Stage<MeshStageAction>;
- /**
- * @hidden
- * Defines the actions happening before evaluate active mesh checks.
- */
- _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
- /**
- * @hidden
- * Defines the actions happening during the evaluate sub mesh checks.
- */
- _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
- /**
- * @hidden
- * Defines the actions happening during the active mesh stage.
- */
- _activeMeshStage: Stage<ActiveMeshStageAction>;
- /**
- * @hidden
- * Defines the actions happening during the per camera render target step.
- */
- _cameraDrawRenderTargetStage: Stage<CameraStageAction>;
- /**
- * @hidden
- * Defines the actions happening just before the active camera is drawing.
- */
- _beforeCameraDrawStage: Stage<CameraStageAction>;
- /**
- * @hidden
- * Defines the actions happening just before a rendering group is drawing.
- */
- _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
- /**
- * @hidden
- * Defines the actions happening just before a mesh is drawing.
- */
- _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
- /**
- * @hidden
- * Defines the actions happening just after a mesh has been drawn.
- */
- _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
- /**
- * @hidden
- * Defines the actions happening just after a rendering group has been drawn.
- */
- _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
- /**
- * @hidden
- * Defines the actions happening just after the active camera has been drawn.
- */
- _afterCameraDrawStage: Stage<CameraStageAction>;
- /**
- * @hidden
- * Defines the actions happening just after rendering all cameras and computing intersections.
- */
- _afterRenderStage: Stage<SimpleStageAction>;
- /**
- * @hidden
- * Defines the actions happening when a pointer move event happens.
- */
- _pointerMoveStage: Stage<PointerMoveStageAction>;
- /**
- * @hidden
- * Defines the actions happening when a pointer down event happens.
- */
- _pointerDownStage: Stage<PointerUpDownStageAction>;
- /**
- * @hidden
- * Defines the actions happening when a pointer up event happens.
- */
- _pointerUpStage: Stage<PointerUpDownStageAction>;
- /**
- * Creates a new Scene
- * @param engine defines the engine to use to render this scene
- */
- constructor(engine: Engine);
- private _defaultMeshCandidates;
- /**
- * @hidden
- */
- _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
- private _defaultSubMeshCandidates;
- /**
- * @hidden
- */
- _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
- /**
- * Sets the default candidate providers for the scene.
- * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
- * and getCollidingSubMeshCandidates to their default function
- */
- setDefaultCandidateProviders(): void;
- /**
- * Gets a boolean indicating if collisions are processed on a web worker
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
- */
- workerCollisions: boolean;
- /**
- * Gets the mesh that is currently under the pointer
- */
- readonly meshUnderPointer: Nullable<AbstractMesh>;
- /**
- * Gets the current on-screen X position of the pointer
- */
- readonly pointerX: number;
- /**
- * Gets the current on-screen Y position of the pointer
- */
- readonly pointerY: number;
- /**
- * Gets the cached material (ie. the latest rendered one)
- * @returns the cached material
- */
- getCachedMaterial(): Nullable<Material>;
- /**
- * Gets the cached effect (ie. the latest rendered one)
- * @returns the cached effect
- */
- getCachedEffect(): Nullable<Effect>;
- /**
- * Gets the cached visibility state (ie. the latest rendered one)
- * @returns the cached visibility state
- */
- getCachedVisibility(): Nullable<number>;
- /**
- * Gets a boolean indicating if the current material / effect / visibility must be bind again
- * @param material defines the current material
- * @param effect defines the current effect
- * @param visibility defines the current visibility state
- * @returns true if one parameter is not cached
- */
- isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
- /**
- * Gets the engine associated with the scene
- * @returns an Engine
- */
- getEngine(): Engine;
- /**
- * Gets the total number of vertices rendered per frame
- * @returns the total number of vertices rendered per frame
- */
- getTotalVertices(): number;
- /**
- * Gets the performance counter for total vertices
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
- */
- readonly totalVerticesPerfCounter: PerfCounter;
- /**
- * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
- * @returns the total number of active indices rendered per frame
- */
- getActiveIndices(): number;
- /**
- * Gets the performance counter for active indices
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
- */
- readonly totalActiveIndicesPerfCounter: PerfCounter;
- /**
- * Gets the total number of active particles rendered per frame
- * @returns the total number of active particles rendered per frame
- */
- getActiveParticles(): number;
- /**
- * Gets the performance counter for active particles
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
- */
- readonly activeParticlesPerfCounter: PerfCounter;
- /**
- * Gets the total number of active bones rendered per frame
- * @returns the total number of active bones rendered per frame
- */
- getActiveBones(): number;
- /**
- * Gets the performance counter for active bones
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
- */
- readonly activeBonesPerfCounter: PerfCounter;
- /** @hidden */
- getInterFramePerfCounter(): number;
- /** @hidden */
- readonly interFramePerfCounter: Nullable<PerfCounter>;
- /** @hidden */
- getLastFrameDuration(): number;
- /** @hidden */
- readonly lastFramePerfCounter: Nullable<PerfCounter>;
- /** @hidden */
- getEvaluateActiveMeshesDuration(): number;
- /** @hidden */
- readonly evaluateActiveMeshesDurationPerfCounter: Nullable<PerfCounter>;
- /**
- * Gets the array of active meshes
- * @returns an array of AbstractMesh
- */
- getActiveMeshes(): SmartArray<AbstractMesh>;
- /** @hidden */
- getRenderTargetsDuration(): number;
- /** @hidden */
- getRenderDuration(): number;
- /** @hidden */
- readonly renderDurationPerfCounter: Nullable<PerfCounter>;
- /** @hidden */
- getParticlesDuration(): number;
- /** @hidden */
- readonly particlesDurationPerfCounter: Nullable<PerfCounter>;
- /** @hidden */
- getSpritesDuration(): number;
- /** @hidden */
- readonly spriteDuractionPerfCounter: Nullable<PerfCounter>;
- /**
- * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
- * @returns a number
- */
- getAnimationRatio(): number;
- /**
- * Gets an unique Id for the current render phase
- * @returns a number
- */
- getRenderId(): number;
- /**
- * Gets an unique Id for the current frame
- * @returns a number
- */
- getFrameId(): number;
- /** Call this function if you want to manually increment the render Id*/
- incrementRenderId(): void;
- private _updatePointerPosition;
- private _createUbo;
- private _createAlternateUbo;
- private _setRayOnPointerInfo;
- /**
- * Use this method to simulate a pointer move on a mesh
- * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
- * @param pickResult pickingInfo of the object wished to simulate pointer event on
- * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
- * @returns the current scene
- */
- simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
- private _processPointerMove;
- private _checkPrePointerObservable;
- /**
- * Use this method to simulate a pointer down on a mesh
- * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
- * @param pickResult pickingInfo of the object wished to simulate pointer event on
- * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
- * @returns the current scene
- */
- simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
- private _processPointerDown;
- /**
- * Use this method to simulate a pointer up on a mesh
- * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
- * @param pickResult pickingInfo of the object wished to simulate pointer event on
- * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
- * @returns the current scene
- */
- simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
- private _processPointerUp;
- /**
- * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
- * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
- * @returns true if the pointer was captured
- */
- isPointerCaptured(pointerId?: number): boolean;
- /** @hidden */
- _isPointerSwiping(): boolean;
- /**
- * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
- * @param attachUp defines if you want to attach events to pointerup
- * @param attachDown defines if you want to attach events to pointerdown
- * @param attachMove defines if you want to attach events to pointermove
- */
- attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
- /** Detaches all event handlers*/
- detachControl(): void;
- /**
- * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
- * Delay loaded resources are not taking in account
- * @return true if all required resources are ready
- */
- isReady(): boolean;
- /** Resets all cached information relative to material (including effect and visibility) */
- resetCachedMaterial(): void;
- /**
- * Registers a function to be called before every frame render
- * @param func defines the function to register
- */
- registerBeforeRender(func: () => void): void;
- /**
- * Unregisters a function called before every frame render
- * @param func defines the function to unregister
- */
- unregisterBeforeRender(func: () => void): void;
- /**
- * Registers a function to be called after every frame render
- * @param func defines the function to register
- */
- registerAfterRender(func: () => void): void;
- /**
- * Unregisters a function called after every frame render
- * @param func defines the function to unregister
- */
- unregisterAfterRender(func: () => void): void;
- private _executeOnceBeforeRender;
- /**
- * The provided function will run before render once and will be disposed afterwards.
- * A timeout delay can be provided so that the function will be executed in N ms.
- * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
- * @param func The function to be executed.
- * @param timeout optional delay in ms
- */
- executeOnceBeforeRender(func: () => void, timeout?: number): void;
- /** @hidden */
- _addPendingData(data: any): void;
- /** @hidden */
- _removePendingData(data: any): void;
- /**
- * Returns the number of items waiting to be loaded
- * @returns the number of items waiting to be loaded
- */
- getWaitingItemsCount(): number;
- /**
- * Returns a boolean indicating if the scene is still loading data
- */
- readonly isLoading: boolean;
- /**
- * Registers a function to be executed when the scene is ready
- * @param {Function} func - the function to be executed
- */
- executeWhenReady(func: () => void): void;
- /**
- * Returns a promise that resolves when the scene is ready
- * @returns A promise that resolves when the scene is ready
- */
- whenReadyAsync(): Promise<void>;
- /** @hidden */
- _checkIsReady(): void;
- /**
- * Will start the animation sequence of a given target
- * @param target defines the target
- * @param from defines from which frame should animation start
- * @param to defines until which frame should animation run.
- * @param weight defines the weight to apply to the animation (1.0 by default)
- * @param loop defines if the animation loops
- * @param speedRatio defines the speed in which to run the animation (1.0 by default)
- * @param onAnimationEnd defines the function to be executed when the animation ends
- * @param animatable defines an animatable object. If not provided a new one will be created from the given params
- * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
- * @returns the animatable object created for this animation
- */
- beginWeightedAnimation(target: any, from: number, to: number, weight?: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean): Animatable;
- /**
- * Will start the animation sequence of a given target
- * @param target defines the target
- * @param from defines from which frame should animation start
- * @param to defines until which frame should animation run.
- * @param loop defines if the animation loops
- * @param speedRatio defines the speed in which to run the animation (1.0 by default)
- * @param onAnimationEnd defines the function to be executed when the animation ends
- * @param animatable defines an animatable object. If not provided a new one will be created from the given params
- * @param stopCurrent defines if the current animations must be stopped first (true by default)
- * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
- * @returns the animatable object created for this animation
- */
- beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean): Animatable;
- /**
- * Begin a new animation on a given node
- * @param target defines the target where the animation will take place
- * @param animations defines the list of animations to start
- * @param from defines the initial value
- * @param to defines the final value
- * @param loop defines if you want animation to loop (off by default)
- * @param speedRatio defines the speed ratio to apply to all animations
- * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
- * @returns the list of created animatables
- */
- beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable;
- /**
- * Begin a new animation on a given node and its hierarchy
- * @param target defines the root node where the animation will take place
- * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used.
- * @param animations defines the list of animations to start
- * @param from defines the initial value
- * @param to defines the final value
- * @param loop defines if you want animation to loop (off by default)
- * @param speedRatio defines the speed ratio to apply to all animations
- * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
- * @returns the list of animatables created for all nodes
- */
- beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Animatable[];
- /**
- * Gets the animatable associated with a specific target
- * @param target defines the target of the animatable
- * @returns the required animatable if found
- */
- getAnimatableByTarget(target: any): Nullable<Animatable>;
- /**
- * Gets all animatables associated with a given target
- * @param target defines the target to look animatables for
- * @returns an array of Animatables
- */
- getAllAnimatablesByTarget(target: any): Array<Animatable>;
- /**
- * Gets all animatable attached to the scene
- */
- readonly animatables: Animatable[];
- /**
- * Will stop the animation of the given target
- * @param target - the target
- * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
- * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
- */
- stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
- /**
- * Stops and removes all animations that have been applied to the scene
- */
- stopAllAnimations(): void;
- private _animate;
- /** @hidden */
- _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
- private _processLateAnimationBindingsForMatrices;
- private _processLateAnimationBindingsForQuaternions;
- private _processLateAnimationBindings;
- /** @hidden */
- _switchToAlternateCameraConfiguration(active: boolean): void;
- /**
- * Gets the current view matrix
- * @returns a Matrix
- */
- getViewMatrix(): Matrix;
- /**
- * Gets the current projection matrix
- * @returns a Matrix
- */
- getProjectionMatrix(): Matrix;
- /**
- * Gets the current transform matrix
- * @returns a Matrix made of View * Projection
- */
- getTransformMatrix(): Matrix;
- /**
- * Sets the current transform matrix
- * @param view defines the View matrix to use
- * @param projection defines the Projection matrix to use
- */
- setTransformMatrix(view: Matrix, projection: Matrix): void;
- /** @hidden */
- _setAlternateTransformMatrix(view: Matrix, projection: Matrix): void;
- /**
- * Gets the uniform buffer used to store scene data
- * @returns a UniformBuffer
- */
- getSceneUniformBuffer(): UniformBuffer;
- /**
- * Gets an unique (relatively to the current scene) Id
- * @returns an unique number for the scene
- */
- getUniqueId(): number;
- /**
- * Add a mesh to the list of scene's meshes
- * @param newMesh defines the mesh to add
- * @param recursive if all child meshes should also be added to the scene
- */
- addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
- /**
- * Remove a mesh for the list of scene's meshes
- * @param toRemove defines the mesh to remove
- * @param recursive if all child meshes should also be removed from the scene
- * @returns the index where the mesh was in the mesh list
- */
- removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
- /**
- * Add a transform node to the list of scene's transform nodes
- * @param newTransformNode defines the transform node to add
- */
- addTransformNode(newTransformNode: TransformNode): void;
- /**
- * Remove a transform node for the list of scene's transform nodes
- * @param toRemove defines the transform node to remove
- * @returns the index where the transform node was in the transform node list
- */
- removeTransformNode(toRemove: TransformNode): number;
- /**
- * Remove a skeleton for the list of scene's skeletons
- * @param toRemove defines the skeleton to remove
- * @returns the index where the skeleton was in the skeleton list
- */
- removeSkeleton(toRemove: Skeleton): number;
- /**
- * Remove a morph target for the list of scene's morph targets
- * @param toRemove defines the morph target to remove
- * @returns the index where the morph target was in the morph target list
- */
- removeMorphTargetManager(toRemove: MorphTargetManager): number;
- /**
- * Remove a light for the list of scene's lights
- * @param toRemove defines the light to remove
- * @returns the index where the light was in the light list
- */
- removeLight(toRemove: Light): number;
- /**
- * Remove a camera for the list of scene's cameras
- * @param toRemove defines the camera to remove
- * @returns the index where the camera was in the camera list
- */
- removeCamera(toRemove: Camera): number;
- /**
- * Remove a particle system for the list of scene's particle systems
- * @param toRemove defines the particle system to remove
- * @returns the index where the particle system was in the particle system list
- */
- removeParticleSystem(toRemove: IParticleSystem): number;
- /**
- * Remove a animation for the list of scene's animations
- * @param toRemove defines the animation to remove
- * @returns the index where the animation was in the animation list
- */
- removeAnimation(toRemove: Animation): number;
- /**
- * Removes the given animation group from this scene.
- * @param toRemove The animation group to remove
- * @returns The index of the removed animation group
- */
- removeAnimationGroup(toRemove: AnimationGroup): number;
- /**
- * Removes the given multi-material from this scene.
- * @param toRemove The multi-material to remove
- * @returns The index of the removed multi-material
- */
- removeMultiMaterial(toRemove: MultiMaterial): number;
- /**
- * Removes the given material from this scene.
- * @param toRemove The material to remove
- * @returns The index of the removed material
- */
- removeMaterial(toRemove: Material): number;
- /**
- * Removes the given action manager from this scene.
- * @param toRemove The action manager to remove
- * @returns The index of the removed action manager
- */
- removeActionManager(toRemove: ActionManager): number;
- /**
- * Removes the given texture from this scene.
- * @param toRemove The texture to remove
- * @returns The index of the removed texture
- */
- removeTexture(toRemove: BaseTexture): number;
- /**
- * Adds the given light to this scene
- * @param newLight The light to add
- */
- addLight(newLight: Light): void;
- /**
- * Sorts the list list based on light priorities
- */
- sortLightsByPriority(): void;
- /**
- * Adds the given camera to this scene
- * @param newCamera The camera to add
- */
- addCamera(newCamera: Camera): void;
- /**
- * Adds the given skeleton to this scene
- * @param newSkeleton The skeleton to add
- */
- addSkeleton(newSkeleton: Skeleton): void;
- /**
- * Adds the given particle system to this scene
- * @param newParticleSystem The particle system to add
- */
- addParticleSystem(newParticleSystem: IParticleSystem): void;
- /**
- * Adds the given animation to this scene
- * @param newAnimation The animation to add
- */
- addAnimation(newAnimation: Animation): void;
- /**
- * Adds the given animation group to this scene.
- * @param newAnimationGroup The animation group to add
- */
- addAnimationGroup(newAnimationGroup: AnimationGroup): void;
- /**
- * Adds the given multi-material to this scene
- * @param newMultiMaterial The multi-material to add
- */
- addMultiMaterial(newMultiMaterial: MultiMaterial): void;
- /**
- * Adds the given material to this scene
- * @param newMaterial The material to add
- */
- addMaterial(newMaterial: Material): void;
- /**
- * Adds the given morph target to this scene
- * @param newMorphTargetManager The morph target to add
- */
- addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
- /**
- * Adds the given geometry to this scene
- * @param newGeometry The geometry to add
- */
- addGeometry(newGeometry: Geometry): void;
- /**
- * Adds the given action manager to this scene
- * @param newActionManager The action manager to add
- */
- addActionManager(newActionManager: ActionManager): void;
- /**
- * Adds the given texture to this scene.
- * @param newTexture The texture to add
- */
- addTexture(newTexture: BaseTexture): void;
- /**
- * Switch active camera
- * @param newCamera defines the new active camera
- * @param attachControl defines if attachControl must be called for the new active camera (default: true)
- */
- switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
- /**
- * sets the active camera of the scene using its ID
- * @param id defines the camera's ID
- * @return the new active camera or null if none found.
- */
- setActiveCameraByID(id: string): Nullable<Camera>;
- /**
- * sets the active camera of the scene using its name
- * @param name defines the camera's name
- * @returns the new active camera or null if none found.
- */
- setActiveCameraByName(name: string): Nullable<Camera>;
- /**
- * get an animation group using its name
- * @param name defines the material's name
- * @return the animation group or null if none found.
- */
- getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
- /**
- * get a material using its id
- * @param id defines the material's ID
- * @return the material or null if none found.
- */
- getMaterialByID(id: string): Nullable<Material>;
- /**
- * Gets a material using its name
- * @param name defines the material's name
- * @return the material or null if none found.
- */
- getMaterialByName(name: string): Nullable<Material>;
- /**
- * Gets a camera using its id
- * @param id defines the id to look for
- * @returns the camera or null if not found
- */
- getCameraByID(id: string): Nullable<Camera>;
- /**
- * Gets a camera using its unique id
- * @param uniqueId defines the unique id to look for
- * @returns the camera or null if not found
- */
- getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
- /**
- * Gets a camera using its name
- * @param name defines the camera's name
- * @return the camera or null if none found.
- */
- getCameraByName(name: string): Nullable<Camera>;
- /**
- * Gets a bone using its id
- * @param id defines the bone's id
- * @return the bone or null if not found
- */
- getBoneByID(id: string): Nullable<Bone>;
- /**
- * Gets a bone using its id
- * @param name defines the bone's name
- * @return the bone or null if not found
- */
- getBoneByName(name: string): Nullable<Bone>;
- /**
- * Gets a light node using its name
- * @param name defines the the light's name
- * @return the light or null if none found.
- */
- getLightByName(name: string): Nullable<Light>;
- /**
- * Gets a light node using its id
- * @param id defines the light's id
- * @return the light or null if none found.
- */
- getLightByID(id: string): Nullable<Light>;
- /**
- * Gets a light node using its scene-generated unique ID
- * @param uniqueId defines the light's unique id
- * @return the light or null if none found.
- */
- getLightByUniqueID(uniqueId: number): Nullable<Light>;
- /**
- * Gets a particle system by id
- * @param id defines the particle system id
- * @return the corresponding system or null if none found
- */
- getParticleSystemByID(id: string): Nullable<IParticleSystem>;
- /**
- * Gets a geometry using its ID
- * @param id defines the geometry's id
- * @return the geometry or null if none found.
- */
- getGeometryByID(id: string): Nullable<Geometry>;
- /**
- * Add a new geometry to this scene
- * @param geometry defines the geometry to be added to the scene.
- * @param force defines if the geometry must be pushed even if a geometry with this id already exists
- * @return a boolean defining if the geometry was added or not
- */
- pushGeometry(geometry: Geometry, force?: boolean): boolean;
- /**
- * Removes an existing geometry
- * @param geometry defines the geometry to be removed from the scene
- * @return a boolean defining if the geometry was removed or not
- */
- removeGeometry(geometry: Geometry): boolean;
- /**
- * Gets the list of geometries attached to the scene
- * @returns an array of Geometry
- */
- getGeometries(): Geometry[];
- /**
- * Gets the first added mesh found of a given ID
- * @param id defines the id to search for
- * @return the mesh found or null if not found at all
- */
- getMeshByID(id: string): Nullable<AbstractMesh>;
- /**
- * Gets a list of meshes using their id
- * @param id defines the id to search for
- * @returns a list of meshes
- */
- getMeshesByID(id: string): Array<AbstractMesh>;
- /**
- * Gets the first added transform node found of a given ID
- * @param id defines the id to search for
- * @return the found transform node or null if not found at all.
- */
- getTransformNodeByID(id: string): Nullable<TransformNode>;
- /**
- * Gets a list of transform nodes using their id
- * @param id defines the id to search for
- * @returns a list of transform nodes
- */
- getTransformNodesByID(id: string): Array<TransformNode>;
- /**
- * Gets a mesh with its auto-generated unique id
- * @param uniqueId defines the unique id to search for
- * @return the found mesh or null if not found at all.
- */
- getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
- /**
- * Gets a the last added mesh using a given id
- * @param id defines the id to search for
- * @return the found mesh or null if not found at all.
- */
- getLastMeshByID(id: string): Nullable<AbstractMesh>;
- /**
- * Gets a the last added node (Mesh, Camera, Light) using a given id
- * @param id defines the id to search for
- * @return the found node or null if not found at all
- */
- getLastEntryByID(id: string): Nullable<Node>;
- /**
- * Gets a node (Mesh, Camera, Light) using a given id
- * @param id defines the id to search for
- * @return the found node or null if not found at all
- */
- getNodeByID(id: string): Nullable<Node>;
- /**
- * Gets a node (Mesh, Camera, Light) using a given name
- * @param name defines the name to search for
- * @return the found node or null if not found at all.
- */
- getNodeByName(name: string): Nullable<Node>;
- /**
- * Gets a mesh using a given name
- * @param name defines the name to search for
- * @return the found mesh or null if not found at all.
- */
- getMeshByName(name: string): Nullable<AbstractMesh>;
- /**
- * Gets a transform node using a given name
- * @param name defines the name to search for
- * @return the found transform node or null if not found at all.
- */
- getTransformNodeByName(name: string): Nullable<TransformNode>;
- /**
- * Gets a skeleton using a given id (if many are found, this function will pick the last one)
- * @param id defines the id to search for
- * @return the found skeleton or null if not found at all.
- */
- getLastSkeletonByID(id: string): Nullable<Skeleton>;
- /**
- * Gets a skeleton using a given id (if many are found, this function will pick the first one)
- * @param id defines the id to search for
- * @return the found skeleton or null if not found at all.
- */
- getSkeletonById(id: string): Nullable<Skeleton>;
- /**
- * Gets a skeleton using a given name
- * @param name defines the name to search for
- * @return the found skeleton or null if not found at all.
- */
- getSkeletonByName(name: string): Nullable<Skeleton>;
- /**
- * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
- * @param id defines the id to search for
- * @return the found morph target manager or null if not found at all.
- */
- getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
- /**
- * Gets a boolean indicating if the given mesh is active
- * @param mesh defines the mesh to look for
- * @returns true if the mesh is in the active list
- */
- isActiveMesh(mesh: AbstractMesh): boolean;
- /**
- * Return a unique id as a string which can serve as an identifier for the scene
- */
- readonly uid: string;
- /**
- * Add an externaly attached data from its key.
- * This method call will fail and return false, if such key already exists.
- * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
- * @param key the unique key that identifies the data
- * @param data the data object to associate to the key for this Engine instance
- * @return true if no such key were already present and the data was added successfully, false otherwise
- */
- addExternalData<T>(key: string, data: T): boolean;
- /**
- * Get an externaly attached data from its key
- * @param key the unique key that identifies the data
- * @return the associated data, if present (can be null), or undefined if not present
- */
- getExternalData<T>(key: string): Nullable<T>;
- /**
- * Get an externaly attached data from its key, create it using a factory if it's not already present
- * @param key the unique key that identifies the data
- * @param factory the factory that will be called to create the instance if and only if it doesn't exists
- * @return the associated data, can be null if the factory returned null.
- */
- getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
- /**
- * Remove an externaly attached data from the Engine instance
- * @param key the unique key that identifies the data
- * @return true if the data was successfully removed, false if it doesn't exist
- */
- removeExternalData(key: string): boolean;
- private _evaluateSubMesh;
- /**
- * Clear the processed materials smart array preventing retention point in material dispose.
- */
- freeProcessedMaterials(): void;
- /**
- * Clear the active meshes smart array preventing retention point in mesh dispose.
- */
- freeActiveMeshes(): void;
- /**
- * Clear the info related to rendering groups preventing retention points during dispose.
- */
- freeRenderingGroups(): void;
- /** @hidden */
- _isInIntermediateRendering(): boolean;
- /**
- * Lambda returning the list of potentially active meshes.
- */
- getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
- /**
- * Lambda returning the list of potentially active sub meshes.
- */
- getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
- /**
- * Lambda returning the list of potentially intersecting sub meshes.
- */
- getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
- /**
- * Lambda returning the list of potentially colliding sub meshes.
- */
- getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
- private _activeMeshesFrozen;
- /**
- * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
- * @returns the current scene
- */
- freezeActiveMeshes(): Scene;
- /**
- * Use this function to restart evaluating active meshes on every frame
- * @returns the current scene
- */
- unfreezeActiveMeshes(): Scene;
- private _evaluateActiveMeshes;
- private _activeMesh;
- /**
- * Update the transform matrix to update from the current active camera
- * @param force defines a boolean used to force the update even if cache is up to date
- */
- updateTransformMatrix(force?: boolean): void;
- /**
- * Defines an alternate camera (used mostly in VR-like scenario where two cameras can render the same scene from a slightly different point of view)
- * @param alternateCamera defines the camera to use
- */
- updateAlternateTransformMatrix(alternateCamera: Camera): void;
- /** @hidden */
- _allowPostProcessClearColor: boolean;
- private _renderForCamera;
- private _processSubCameras;
- private _checkIntersections;
- /** @hidden */
- _advancePhysicsEngineStep(step: number): void;
- /**
- * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
- */
- getDeterministicFrameTime: () => number;
- /**
- * Render the scene
- * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
- */
- render(updateCameras?: boolean): void;
- /**
- * Freeze all materials
- * A frozen material will not be updatable but should be faster to render
- */
- freezeMaterials(): void;
- /**
- * Unfreeze all materials
- * A frozen material will not be updatable but should be faster to render
- */
- unfreezeMaterials(): void;
- /**
- * Releases all held ressources
- */
- dispose(): void;
- /**
- * Gets if the scene is already disposed
- */
- readonly isDisposed: boolean;
- /**
- * Call this function to reduce memory footprint of the scene.
- * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
- */
- clearCachedVertexData(): void;
- /**
- * This function will remove the local cached buffer data from texture.
- * It will save memory but will prevent the texture from being rebuilt
- */
- cleanCachedTextureBuffer(): void;
- /**
- * Get the world extend vectors with an optional filter
- *
- * @param filterPredicate the predicate - which meshes should be included when calculating the world size
- * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
- */
- getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
- min: Vector3;
- max: Vector3;
- };
- /**
- * Creates a ray that can be used to pick in the scene
- * @param x defines the x coordinate of the origin (on-screen)
- * @param y defines the y coordinate of the origin (on-screen)
- * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
- * @param camera defines the camera to use for the picking
- * @param cameraViewSpace defines if picking will be done in view space (false by default)
- * @returns a Ray
- */
- createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
- /**
- * Creates a ray that can be used to pick in the scene
- * @param x defines the x coordinate of the origin (on-screen)
- * @param y defines the y coordinate of the origin (on-screen)
- * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
- * @param result defines the ray where to store the picking ray
- * @param camera defines the camera to use for the picking
- * @param cameraViewSpace defines if picking will be done in view space (false by default)
- * @returns the current scene
- */
- createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
- /**
- * Creates a ray that can be used to pick in the scene
- * @param x defines the x coordinate of the origin (on-screen)
- * @param y defines the y coordinate of the origin (on-screen)
- * @param camera defines the camera to use for the picking
- * @returns a Ray
- */
- createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
- /**
- * Creates a ray that can be used to pick in the scene
- * @param x defines the x coordinate of the origin (on-screen)
- * @param y defines the y coordinate of the origin (on-screen)
- * @param result defines the ray where to store the picking ray
- * @param camera defines the camera to use for the picking
- * @returns the current scene
- */
- createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
- private _internalPick;
- private _internalMultiPick;
- private _tempPickingRay;
- /** Launch a ray to try to pick a mesh in the scene
- * @param x position on screen
- * @param y position on screen
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
- * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
- * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
- * @returns a PickingInfo
- */
- pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>): Nullable<PickingInfo>;
- private _cachedRayForTransform;
- /** Use the given ray to pick a mesh in the scene
- * @param ray The ray to use to pick meshes
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
- * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
- * @returns a PickingInfo
- */
- pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
- /**
- * Launch a ray to try to pick a mesh in the scene
- * @param x X position on screen
- * @param y Y position on screen
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
- * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
- * @returns an array of PickingInfo
- */
- multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
- /**
- * Launch a ray to try to pick a mesh in the scene
- * @param ray Ray to use
- * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true
- * @returns an array of PickingInfo
- */
- multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo[]>;
- /**
- * Force the value of meshUnderPointer
- * @param mesh defines the mesh to use
- */
- setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
- /**
- * Gets the mesh under the pointer
- * @returns a Mesh or null if no mesh is under the pointer
- */
- getPointerOverMesh(): Nullable<AbstractMesh>;
- /** @hidden */
- _rebuildGeometries(): void;
- /** @hidden */
- _rebuildTextures(): void;
- private _getByTags;
- /**
- * Get a list of meshes by tags
- * @param tagsQuery defines the tags query to use
- * @param forEach defines a predicate used to filter results
- * @returns an array of Mesh
- */
- getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
- /**
- * Get a list of cameras by tags
- * @param tagsQuery defines the tags query to use
- * @param forEach defines a predicate used to filter results
- * @returns an array of Camera
- */
- getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
- /**
- * Get a list of lights by tags
- * @param tagsQuery defines the tags query to use
- * @param forEach defines a predicate used to filter results
- * @returns an array of Light
- */
- getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
- /**
- * Get a list of materials by tags
- * @param tagsQuery defines the tags query to use
- * @param forEach defines a predicate used to filter results
- * @returns an array of Material
- */
- getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
- /**
- * Overrides the default sort function applied in the renderging group to prepare the meshes.
- * This allowed control for front to back rendering or reversly depending of the special needs.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
- * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
- * @param transparentSortCompareFn The transparent queue comparison function use to sort.
- */
- setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
- /**
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
- * @param depth Automatically clears depth between groups if true and autoClear is true.
- * @param stencil Automatically clears stencil between groups if true and autoClear is true.
- */
- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
- /**
- * Gets the current auto clear configuration for one rendering group of the rendering
- * manager.
- * @param index the rendering group index to get the information for
- * @returns The auto clear setup for the requested rendering group
- */
- getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
- private _blockMaterialDirtyMechanism;
- /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
- blockMaterialDirtyMechanism: boolean;
- /**
- * Will flag all materials as dirty to trigger new shader compilation
- * @param flag defines the flag used to specify which material part must be marked as dirty
- * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
- */
- markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
- /** @hidden */
- _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, useDatabase?: boolean, useArrayBuffer?: boolean, onError?: (request?: XMLHttpRequest, exception?: any) => void): IFileRequest;
- /** @hidden */
- _loadFileAsync(url: string, useDatabase?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
- }
- }
- declare module BABYLON {
- /**
- * Groups all the scene component constants in one place to ease maintenance.
- * @hidden
- */
- class SceneComponentConstants {
- static readonly NAME_EFFECTLAYER: string;
- static readonly NAME_LAYER: string;
- static readonly NAME_LENSFLARESYSTEM: string;
- static readonly NAME_BOUNDINGBOXRENDERER: string;
- static readonly NAME_PARTICLESYSTEM: string;
- static readonly NAME_GAMEPAD: string;
- static readonly NAME_SIMPLIFICATIONQUEUE: string;
- static readonly NAME_GEOMETRYBUFFERRENDERER: string;
- static readonly NAME_DEPTHRENDERER: string;
- static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
- static readonly NAME_SPRITE: string;
- static readonly NAME_OUTLINERENDERER: string;
- static readonly NAME_PROCEDURALTEXTURE: string;
- static readonly NAME_SHADOWGENERATOR: string;
- static readonly NAME_OCTREE: string;
- static readonly NAME_PHYSICSENGINE: string;
- static readonly NAME_AUDIO: string;
- static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
- static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
- static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
- static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
- static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
- static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
- static readonly STEP_BEFORECAMERADRAW_LAYER: number;
- static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
- static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
- static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
- static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
- static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
- static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
- static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
- static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
- static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
- static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
- static readonly STEP_AFTERCAMERADRAW_LAYER: number;
- static readonly STEP_AFTERRENDER_AUDIO: number;
- static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
- static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
- static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
- static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
- static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
- static readonly STEP_POINTERMOVE_SPRITE: number;
- static readonly STEP_POINTERDOWN_SPRITE: number;
- static readonly STEP_POINTERUP_SPRITE: number;
- }
- /**
- * This represents a scene component.
- *
- * This is used to decouple the dependency the scene is having on the different workloads like
- * layers, post processes...
- */
- interface ISceneComponent {
- /**
- * The name of the component. Each component must have a unique name.
- */
- name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Register the component to one instance of a scene.
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- }
- /**
- * This represents a SERIALIZABLE scene component.
- *
- * This extends Scene Component to add Serialization methods on top.
- */
- interface ISceneSerializableComponent extends ISceneComponent {
- /**
- * Adds all the element from the container to the scene
- * @param container the container holding the elements
- */
- addFromContainer(container: AbstractScene): void;
- /**
- * Removes all the elements in the container from the scene
- * @param container contains the elements to remove
- */
- removeFromContainer(container: AbstractScene): void;
- /**
- * Serializes the component data to the specified json object
- * @param serializationObject The object to serialize to
- */
- serialize(serializationObject: any): void;
- }
- /**
- * Strong typing of a Mesh related stage step action
- */
- type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
- /**
- * Strong typing of a Evaluate Sub Mesh related stage step action
- */
- type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
- /**
- * Strong typing of a Active Mesh related stage step action
- */
- type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
- /**
- * Strong typing of a Camera related stage step action
- */
- type CameraStageAction = (camera: Camera) => void;
- /**
- * Strong typing of a RenderingGroup related stage step action
- */
- type RenderingGroupStageAction = (renderingGroupId: number) => void;
- /**
- * Strong typing of a Mesh Render related stage step action
- */
- type RenderingMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
- /**
- * Strong typing of a simple stage step action
- */
- type SimpleStageAction = () => void;
- /**
- * Strong typing of a render target action.
- */
- type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
- /**
- * Strong typing of a pointer move action.
- */
- type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, canvas: HTMLCanvasElement) => Nullable<PickingInfo>;
- /**
- * Strong typing of a pointer up/down action.
- */
- type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
- /**
- * Repressentation of a stage in the scene (Basically a list of ordered steps)
- * @hidden
- */
- class Stage<T extends Function> extends Array<{
- index: number;
- component: ISceneComponent;
- action: T;
- }> {
- /**
- * Hide ctor from the rest of the world.
- * @param items The items to add.
- */
- private constructor();
- /**
- * Creates a new Stage.
- * @returns A new instance of a Stage
- */
- static Create<T extends Function>(): Stage<T>;
- /**
- * Registers a step in an ordered way in the targeted stage.
- * @param index Defines the position to register the step in
- * @param component Defines the component attached to the step
- * @param action Defines the action to launch during the step
- */
- registerStep(index: number, component: ISceneComponent, action: T): void;
- /**
- * Clears all the steps from the stage.
- */
- clear(): void;
- }
- }
- declare module BABYLON {
- /** Alias type for value that can be null */
- type Nullable<T> = T | null;
- /**
- * Alias type for number that are floats
- * @ignorenaming
- */
- type float = number;
- /**
- * Alias type for number that are doubles.
- * @ignorenaming
- */
- type double = number;
- /**
- * Alias type for number that are integer
- * @ignorenaming
- */
- type int = number;
- /** Alias type for number array or Float32Array */
- type FloatArray = number[] | Float32Array;
- /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
- type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
- /**
- * Alias for types that can be used by a Buffer or VertexBuffer.
- */
- type DataArray = number[] | ArrayBuffer | ArrayBufferView;
- }
- declare module BABYLON {
- /**
- * The action to be carried out following a trigger
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
- */
- class Action {
- /** the trigger, with or without parameters, for the action */
- triggerOptions: any;
- /**
- * Trigger for the action
- */
- trigger: number;
- /**
- * Internal only - manager for action
- * @hidden
- */
- _actionManager: ActionManager;
- private _nextActiveAction;
- private _child;
- private _condition?;
- private _triggerParameter;
- /**
- * An event triggered prior to action being executed.
- */
- onBeforeExecuteObservable: Observable<Action>;
- /**
- * Creates a new Action
- * @param triggerOptions the trigger, with or without parameters, for the action
- * @param condition an optional determinant of action
- */
- constructor(
- /** the trigger, with or without parameters, for the action */
- triggerOptions: any, condition?: Condition);
- /**
- * Internal only
- * @hidden
- */
- _prepare(): void;
- /**
- * Gets the trigger parameters
- * @returns the trigger parameters
- */
- getTriggerParameter(): any;
- /**
- * Internal only - executes current action event
- * @hidden
- */
- _executeCurrent(evt?: ActionEvent): void;
- /**
- * Execute placeholder for child classes
- * @param evt optional action event
- */
- execute(evt?: ActionEvent): void;
- /**
- * Skips to next active action
- */
- skipToNextActiveAction(): void;
- /**
- * Adds action to chain of actions, may be a DoNothingAction
- * @param action defines the next action to execute
- * @returns The action passed in
- * @see https://www.babylonjs-playground.com/#1T30HR#0
- */
- then(action: Action): Action;
- /**
- * Internal only
- * @hidden
- */
- _getProperty(propertyPath: string): string;
- /**
- * Internal only
- * @hidden
- */
- _getEffectiveTarget(target: any, propertyPath: string): any;
- /**
- * Serialize placeholder for child classes
- * @param parent of child
- * @returns the serialized object
- */
- serialize(parent: any): any;
- /**
- * Internal only called by serialize
- * @hidden
- */
- protected _serialize(serializedAction: any, parent?: any): any;
- /**
- * Internal only
- * @hidden
- */
- static _SerializeValueAsString: (value: any) => string;
- /**
- * Internal only
- * @hidden
- */
- static _GetTargetProperty: (target: Scene | Node) => {
- name: string;
- targetType: string;
- value: string;
- };
- }
- }
- declare module BABYLON {
- /**
- * ActionEvent is the event being sent when an action is triggered.
- */
- class ActionEvent {
- /** The mesh or sprite that triggered the action */
- source: any;
- /** The X mouse cursor position at the time of the event */
- pointerX: number;
- /** The Y mouse cursor position at the time of the event */
- pointerY: number;
- /** The mesh that is currently pointed at (can be null) */
- meshUnderPointer: Nullable<AbstractMesh>;
- /** the original (browser) event that triggered the ActionEvent */
- sourceEvent?: any;
- /** additional data for the event */
- additionalData?: any;
- /**
- * Creates a new ActionEvent
- * @param source The mesh or sprite that triggered the action
- * @param pointerX The X mouse cursor position at the time of the event
- * @param pointerY The Y mouse cursor position at the time of the event
- * @param meshUnderPointer The mesh that is currently pointed at (can be null)
- * @param sourceEvent the original (browser) event that triggered the ActionEvent
- * @param additionalData additional data for the event
- */
- constructor(
- /** The mesh or sprite that triggered the action */
- source: any,
- /** The X mouse cursor position at the time of the event */
- pointerX: number,
- /** The Y mouse cursor position at the time of the event */
- pointerY: number,
- /** The mesh that is currently pointed at (can be null) */
- meshUnderPointer: Nullable<AbstractMesh>,
- /** the original (browser) event that triggered the ActionEvent */
- sourceEvent?: any,
- /** additional data for the event */
- additionalData?: any);
- /**
- * Helper function to auto-create an ActionEvent from a source mesh.
- * @param source The source mesh that triggered the event
- * @param evt The original (browser) event
- * @param additionalData additional data for the event
- * @returns the new ActionEvent
- */
- static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
- /**
- * Helper function to auto-create an ActionEvent from a source sprite
- * @param source The source sprite that triggered the event
- * @param scene Scene associated with the sprite
- * @param evt The original (browser) event
- * @param additionalData additional data for the event
- * @returns the new ActionEvent
- */
- static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
- /**
- * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
- * @param scene the scene where the event occurred
- * @param evt The original (browser) event
- * @returns the new ActionEvent
- */
- static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
- /**
- * Helper function to auto-create an ActionEvent from a primitive
- * @param prim defines the target primitive
- * @param pointerPos defines the pointer position
- * @param evt The original (browser) event
- * @param additionalData additional data for the event
- * @returns the new ActionEvent
- */
- static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
- }
- /**
- * Action Manager manages all events to be triggered on a given mesh or the global scene.
- * A single scene can have many Action Managers to handle predefined actions on specific meshes.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class ActionManager {
- /**
- * Nothing
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly NothingTrigger: number;
- /**
- * On pick
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPickTrigger: number;
- /**
- * On left pick
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnLeftPickTrigger: number;
- /**
- * On right pick
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnRightPickTrigger: number;
- /**
- * On center pick
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnCenterPickTrigger: number;
- /**
- * On pick down
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPickDownTrigger: number;
- /**
- * On double pick
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnDoublePickTrigger: number;
- /**
- * On pick up
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPickUpTrigger: number;
- /**
- * On pick out.
- * This trigger will only be raised if you also declared a OnPickDown
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPickOutTrigger: number;
- /**
- * On long press
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnLongPressTrigger: number;
- /**
- * On pointer over
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPointerOverTrigger: number;
- /**
- * On pointer out
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnPointerOutTrigger: number;
- /**
- * On every frame
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnEveryFrameTrigger: number;
- /**
- * On intersection enter
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnIntersectionEnterTrigger: number;
- /**
- * On intersection exit
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnIntersectionExitTrigger: number;
- /**
- * On key down
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnKeyDownTrigger: number;
- /**
- * On key up
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
- */
- static readonly OnKeyUpTrigger: number;
- /** Gets the list of active triggers */
- static Triggers: {
- [key: string]: number;
- };
- /** Gets the list of actions */
- actions: Action[];
- /** Gets the cursor to use when hovering items */
- hoverCursor: string;
- private _scene;
- /**
- * Creates a new action manager
- * @param scene defines the hosting scene
- */
- constructor(scene: Scene);
- /**
- * Releases all associated resources
- */
- dispose(): void;
- /**
- * Gets hosting scene
- * @returns the hosting scene
- */
- getScene(): Scene;
- /**
- * Does this action manager handles actions of any of the given triggers
- * @param triggers defines the triggers to be tested
- * @return a boolean indicating whether one (or more) of the triggers is handled
- */
- hasSpecificTriggers(triggers: number[]): boolean;
- /**
- * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
- * speed.
- * @param triggerA defines the trigger to be tested
- * @param triggerB defines the trigger to be tested
- * @return a boolean indicating whether one (or more) of the triggers is handled
- */
- hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
- /**
- * Does this action manager handles actions of a given trigger
- * @param trigger defines the trigger to be tested
- * @param parameterPredicate defines an optional predicate to filter triggers by parameter
- * @return whether the trigger is handled
- */
- hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
- /**
- * Does this action manager has pointer triggers
- */
- readonly hasPointerTriggers: boolean;
- /**
- * Does this action manager has pick triggers
- */
- readonly hasPickTriggers: boolean;
- /**
- * Does exist one action manager with at least one trigger
- **/
- static readonly HasTriggers: boolean;
- /**
- * Does exist one action manager with at least one pick trigger
- **/
- static readonly HasPickTriggers: boolean;
- /**
- * Does exist one action manager that handles actions of a given trigger
- * @param trigger defines the trigger to be tested
- * @return a boolean indicating whether the trigger is handeled by at least one action manager
- **/
- static HasSpecificTrigger(trigger: number): boolean;
- /**
- * Registers an action to this action manager
- * @param action defines the action to be registered
- * @return the action amended (prepared) after registration
- */
- registerAction(action: Action): Nullable<Action>;
- /**
- * Unregisters an action to this action manager
- * @param action defines the action to be unregistered
- * @return a boolean indicating whether the action has been unregistered
- */
- unregisterAction(action: Action): Boolean;
- /**
- * Process a specific trigger
- * @param trigger defines the trigger to process
- * @param evt defines the event details to be processed
- */
- processTrigger(trigger: number, evt?: ActionEvent): void;
- /** @hidden */
- _getEffectiveTarget(target: any, propertyPath: string): any;
- /** @hidden */
- _getProperty(propertyPath: string): string;
- /**
- * Serialize this manager to a JSON object
- * @param name defines the property name to store this manager
- * @returns a JSON representation of this manager
- */
- serialize(name: string): any;
- /**
- * Creates a new ActionManager from a JSON data
- * @param parsedActions defines the JSON data to read from
- * @param object defines the hosting mesh
- * @param scene defines the hosting scene
- */
- static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
- /**
- * Get a trigger name by index
- * @param trigger defines the trigger index
- * @returns a trigger name
- */
- static GetTriggerName(trigger: number): string;
- }
- }
- declare module BABYLON {
- /**
- * A Condition applied to an Action
- */
- class Condition {
- /**
- * Internal only - manager for action
- * @hidden
- */
- _actionManager: ActionManager;
- /**
- * Internal only
- * @hidden
- */
- _evaluationId: number;
- /**
- * Internal only
- * @hidden
- */
- _currentResult: boolean;
- /**
- * Creates a new Condition
- * @param actionManager the manager of the action the condition is applied to
- */
- constructor(actionManager: ActionManager);
- /**
- * Check if the current condition is valid
- * @returns a boolean
- */
- isValid(): boolean;
- /**
- * Internal only
- * @hidden
- */
- _getProperty(propertyPath: string): string;
- /**
- * Internal only
- * @hidden
- */
- _getEffectiveTarget(target: any, propertyPath: string): any;
- /**
- * Serialize placeholder for child classes
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Internal only
- * @hidden
- */
- protected _serialize(serializedCondition: any): any;
- }
- /**
- * Defines specific conditional operators as extensions of Condition
- */
- class ValueCondition extends Condition {
- /** path to specify the property of the target the conditional operator uses */
- propertyPath: string;
- /** the value compared by the conditional operator against the current value of the property */
- value: any;
- /** the conditional operator, default ValueCondition.IsEqual */
- operator: number;
- /**
- * Internal only
- * @hidden
- */
- private static _IsEqual;
- /**
- * Internal only
- * @hidden
- */
- private static _IsDifferent;
- /**
- * Internal only
- * @hidden
- */
- private static _IsGreater;
- /**
- * Internal only
- * @hidden
- */
- private static _IsLesser;
- /**
- * returns the number for IsEqual
- */
- static readonly IsEqual: number;
- /**
- * Returns the number for IsDifferent
- */
- static readonly IsDifferent: number;
- /**
- * Returns the number for IsGreater
- */
- static readonly IsGreater: number;
- /**
- * Returns the number for IsLesser
- */
- static readonly IsLesser: number;
- /**
- * Internal only The action manager for the condition
- * @hidden
- */
- _actionManager: ActionManager;
- /**
- * Internal only
- * @hidden
- */
- private _target;
- /**
- * Internal only
- * @hidden
- */
- private _effectiveTarget;
- /**
- * Internal only
- * @hidden
- */
- private _property;
- /**
- * Creates a new ValueCondition
- * @param actionManager manager for the action the condition applies to
- * @param target for the action
- * @param propertyPath path to specify the property of the target the conditional operator uses
- * @param value the value compared by the conditional operator against the current value of the property
- * @param operator the conditional operator, default ValueCondition.IsEqual
- */
- constructor(actionManager: ActionManager, target: any,
- /** path to specify the property of the target the conditional operator uses */
- propertyPath: string,
- /** the value compared by the conditional operator against the current value of the property */
- value: any,
- /** the conditional operator, default ValueCondition.IsEqual */
- operator?: number);
- /**
- * Compares the given value with the property value for the specified conditional operator
- * @returns the result of the comparison
- */
- isValid(): boolean;
- /**
- * Serialize the ValueCondition into a JSON compatible object
- * @returns serialization object
- */
- serialize(): any;
- /**
- * Gets the name of the conditional operator for the ValueCondition
- * @param operator the conditional operator
- * @returns the name
- */
- static GetOperatorName(operator: number): string;
- }
- /**
- * Defines a predicate condition as an extension of Condition
- */
- class PredicateCondition extends Condition {
- /** defines the predicate function used to validate the condition */
- predicate: () => boolean;
- /**
- * Internal only - manager for action
- * @hidden
- */
- _actionManager: ActionManager;
- /**
- * Creates a new PredicateCondition
- * @param actionManager manager for the action the condition applies to
- * @param predicate defines the predicate function used to validate the condition
- */
- constructor(actionManager: ActionManager,
- /** defines the predicate function used to validate the condition */
- predicate: () => boolean);
- /**
- * @returns the validity of the predicate condition
- */
- isValid(): boolean;
- }
- /**
- * Defines a state condition as an extension of Condition
- */
- class StateCondition extends Condition {
- /** Value to compare with target state */
- value: string;
- /**
- * Internal only - manager for action
- * @hidden
- */
- _actionManager: ActionManager;
- /**
- * Internal only
- * @hidden
- */
- private _target;
- /**
- * Creates a new StateCondition
- * @param actionManager manager for the action the condition applies to
- * @param target of the condition
- * @param value to compare with target state
- */
- constructor(actionManager: ActionManager, target: any,
- /** Value to compare with target state */
- value: string);
- /**
- * Gets a boolean indicating if the current condition is met
- * @returns the validity of the state
- */
- isValid(): boolean;
- /**
- * Serialize the StateCondition into a JSON compatible object
- * @returns serialization object
- */
- serialize(): any;
- }
- }
- declare module BABYLON {
- /**
- * This defines an action responsible to toggle a boolean once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class SwitchBooleanAction extends Action {
- /**
- * The path to the boolean property in the target object
- */
- propertyPath: string;
- private _target;
- private _effectiveTarget;
- private _property;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the boolean
- * @param propertyPath defines the path to the boolean property in the target object
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action toggle the boolean value.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to set a the state field of the target
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class SetStateAction extends Action {
- /**
- * The value to store in the state field.
- */
- value: string;
- private _target;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the state property
- * @param value defines the value to store in the state field
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
- /**
- * Execute the action and store the value on the target state property.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to set a property of the target
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class SetValueAction extends Action {
- /**
- * The path of the property to set in the target.
- */
- propertyPath: string;
- /**
- * The value to set in the property
- */
- value: any;
- private _target;
- private _effectiveTarget;
- private _property;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the property
- * @param propertyPath defines the path of the property to set in the target
- * @param value defines the value to set in the property
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and set the targetted property to the desired value.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to increment the target value
- * to a desired value once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class IncrementValueAction extends Action {
- /**
- * The path of the property to increment in the target.
- */
- propertyPath: string;
- /**
- * The value we should increment the property by.
- */
- value: any;
- private _target;
- private _effectiveTarget;
- private _property;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the property
- * @param propertyPath defines the path of the property to increment in the target
- * @param value defines the value value we should increment the property by
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and increment the target of the value amount.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to start an animation once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class PlayAnimationAction extends Action {
- /**
- * Where the animation should start (animation frame)
- */
- from: number;
- /**
- * Where the animation should stop (animation frame)
- */
- to: number;
- /**
- * Define if the animation should loop or stop after the first play.
- */
- loop?: boolean;
- private _target;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target animation or animation name
- * @param from defines from where the animation should start (animation frame)
- * @param end defines where the animation should stop (animation frame)
- * @param loop defines if the animation should loop or stop after the first play
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and play the animation.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to stop an animation once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class StopAnimationAction extends Action {
- private _target;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target animation or animation name
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and stop the animation.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible that does nothing once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class DoNothingAction extends Action {
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions?: any, condition?: Condition);
- /**
- * Execute the action and do nothing.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to trigger several actions once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class CombineAction extends Action {
- /**
- * The list of aggregated animations to run.
- */
- children: Action[];
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param children defines the list of aggregated animations to run
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, children: Action[], condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and executes all the aggregated actions.
- */
- execute(evt: ActionEvent): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action responsible to run code (external event) once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class ExecuteCodeAction extends Action {
- /**
- * The callback function to run.
- */
- func: (evt: ActionEvent) => void;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param func defines the callback function to run
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
- /**
- * Execute the action and run the attached code.
- */
- execute(evt: ActionEvent): void;
- }
- /**
- * This defines an action responsible to set the parent property of the target once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class SetParentAction extends Action {
- private _parent;
- private _target;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the target containing the parent property
- * @param parent defines from where the animation should start (animation frame)
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and set the parent property.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- }
- declare module BABYLON {
- /**
- * This defines an action helpful to play a defined sound on a triggered action.
- */
- class PlaySoundAction extends Action {
- private _sound;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param sound defines the sound to play
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, sound: Sound, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and play the sound.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- /**
- * This defines an action helpful to stop a defined sound on a triggered action.
- */
- class StopSoundAction extends Action {
- private _sound;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param sound defines the sound to stop
- * @param condition defines the trigger related conditions
- */
- constructor(triggerOptions: any, sound: Sound, condition?: Condition);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action and stop the sound.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- }
- declare module BABYLON {
- /**
- * This defines an action responsible to change the value of a property
- * by interpolating between its current value and the newly set one once triggered.
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- class InterpolateValueAction extends Action {
- /**
- * Defines the path of the property where the value should be interpolated
- */
- propertyPath: string;
- /**
- * Defines the target value at the end of the interpolation.
- */
- value: any;
- /**
- * Defines the time it will take for the property to interpolate to the value.
- */
- duration: number;
- /**
- * Defines if the other scene animations should be stopped when the action has been triggered
- */
- stopOtherAnimations?: boolean;
- /**
- * Defines a callback raised once the interpolation animation has been done.
- */
- onInterpolationDone?: () => void;
- /**
- * Observable triggered once the interpolation animation has been done.
- */
- onInterpolationDoneObservable: Observable<InterpolateValueAction>;
- private _target;
- private _effectiveTarget;
- private _property;
- /**
- * Instantiate the action
- * @param triggerOptions defines the trigger options
- * @param target defines the object containing the value to interpolate
- * @param propertyPath defines the path to the property in the target object
- * @param value defines the target value at the end of the interpolation
- * @param duration deines the time it will take for the property to interpolate to the value.
- * @param condition defines the trigger related conditions
- * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
- * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
- */
- constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
- /** @hidden */
- _prepare(): void;
- /**
- * Execute the action starts the value interpolation.
- */
- execute(): void;
- /**
- * Serializes the actions and its related information.
- * @param parent defines the object to serialize in
- * @returns the serialized object
- */
- serialize(parent: any): any;
- }
- }
- declare module BABYLON {
- /**
- * Class used to work with sound analyzer using fast fourier transform (FFT)
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- class Analyser {
- /**
- * Gets or sets the smoothing
- * @ignorenaming
- */
- SMOOTHING: number;
- /**
- * Gets or sets the FFT table size
- * @ignorenaming
- */
- FFT_SIZE: number;
- /**
- * Gets or sets the bar graph amplitude
- * @ignorenaming
- */
- BARGRAPHAMPLITUDE: number;
- /**
- * Gets or sets the position of the debug canvas
- * @ignorenaming
- */
- DEBUGCANVASPOS: {
- x: number;
- y: number;
- };
- /**
- * Gets or sets the debug canvas size
- * @ignorenaming
- */
- DEBUGCANVASSIZE: {
- width: number;
- height: number;
- };
- private _byteFreqs;
- private _byteTime;
- private _floatFreqs;
- private _webAudioAnalyser;
- private _debugCanvas;
- private _debugCanvasContext;
- private _scene;
- private _registerFunc;
- private _audioEngine;
- /**
- * Creates a new analyser
- * @param scene defines hosting scene
- */
- constructor(scene: Scene);
- /**
- * Get the number of data values you will have to play with for the visualization
- * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
- * @returns a number
- */
- getFrequencyBinCount(): number;
- /**
- * Gets the current frequency data as a byte array
- * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
- * @returns a Uint8Array
- */
- getByteFrequencyData(): Uint8Array;
- /**
- * Gets the current waveform as a byte array
- * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
- * @returns a Uint8Array
- */
- getByteTimeDomainData(): Uint8Array;
- /**
- * Gets the current frequency data as a float array
- * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
- * @returns a Float32Array
- */
- getFloatFrequencyData(): Float32Array;
- /**
- * Renders the debug canvas
- */
- drawDebugCanvas(): void;
- /**
- * Stops rendering the debug canvas and removes it
- */
- stopDebugCanvas(): void;
- /**
- * Connects two audio nodes
- * @param inputAudioNode defines first node to connect
- * @param outputAudioNode defines second node to connect
- */
- connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
- /**
- * Releases all associated resources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents an audio engine and it is responsible
- * to play, synchronize and analyse sounds throughout the application.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- interface IAudioEngine extends IDisposable {
- /**
- * Gets whether the current host supports Web Audio and thus could create AudioContexts.
- */
- readonly canUseWebAudio: boolean;
- /**
- * Gets the current AudioContext if available.
- */
- readonly audioContext: Nullable<AudioContext>;
- /**
- * The master gain node defines the global audio volume of your audio engine.
- */
- readonly masterGain: GainNode;
- /**
- * Gets whether or not mp3 are supported by your browser.
- */
- readonly isMP3supported: boolean;
- /**
- * Gets whether or not ogg are supported by your browser.
- */
- readonly isOGGsupported: boolean;
- /**
- * Defines if Babylon should emit a warning if WebAudio is not supported.
- * @ignoreNaming
- */
- WarnedWebAudioUnsupported: boolean;
- /**
- * Defines if the audio engine relies on a custom unlocked button.
- * In this case, the embedded button will not be displayed.
- */
- useCustomUnlockedButton: boolean;
- /**
- * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
- */
- readonly unlocked: boolean;
- /**
- * Event raised when audio has been unlocked on the browser.
- */
- onAudioUnlockedObservable: Observable<AudioEngine>;
- /**
- * Event raised when audio has been locked on the browser.
- */
- onAudioLockedObservable: Observable<AudioEngine>;
- /**
- * Flags the audio engine in Locked state.
- * This happens due to new browser policies preventing audio to autoplay.
- */
- lock(): void;
- /**
- * Unlocks the audio engine once a user action has been done on the dom.
- * This is helpful to resume play once browser policies have been satisfied.
- */
- unlock(): void;
- }
- /**
- * This represents the default audio engine used in babylon.
- * It is responsible to play, synchronize and analyse sounds throughout the application.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- class AudioEngine implements IAudioEngine {
- private _audioContext;
- private _audioContextInitialized;
- private _muteButton;
- private _hostElement;
- /**
- * Gets whether the current host supports Web Audio and thus could create AudioContexts.
- */
- canUseWebAudio: boolean;
- /**
- * The master gain node defines the global audio volume of your audio engine.
- */
- masterGain: GainNode;
- /**
- * Defines if Babylon should emit a warning if WebAudio is not supported.
- * @ignoreNaming
- */
- WarnedWebAudioUnsupported: boolean;
- /**
- * Gets whether or not mp3 are supported by your browser.
- */
- isMP3supported: boolean;
- /**
- * Gets whether or not ogg are supported by your browser.
- */
- isOGGsupported: boolean;
- /**
- * Gets whether audio has been unlocked on the device.
- * Some Browsers have strong restrictions about Audio and won t autoplay unless
- * a user interaction has happened.
- */
- unlocked: boolean;
- /**
- * Defines if the audio engine relies on a custom unlocked button.
- * In this case, the embedded button will not be displayed.
- */
- useCustomUnlockedButton: boolean;
- /**
- * Event raised when audio has been unlocked on the browser.
- */
- onAudioUnlockedObservable: Observable<AudioEngine>;
- /**
- * Event raised when audio has been locked on the browser.
- */
- onAudioLockedObservable: Observable<AudioEngine>;
- /**
- * Gets the current AudioContext if available.
- */
- readonly audioContext: Nullable<AudioContext>;
- private _connectedAnalyser;
- /**
- * Instantiates a new audio engine.
- *
- * There should be only one per page as some browsers restrict the number
- * of audio contexts you can create.
- * @param hostElement defines the host element where to display the mute icon if necessary
- */
- constructor(hostElement?: Nullable<HTMLElement>);
- /**
- * Flags the audio engine in Locked state.
- * This happens due to new browser policies preventing audio to autoplay.
- */
- lock(): void;
- /**
- * Unlocks the audio engine once a user action has been done on the dom.
- * This is helpful to resume play once browser policies have been satisfied.
- */
- unlock(): void;
- private _resumeAudioContext;
- private _initializeAudioContext;
- private _tryToRun;
- private _triggerRunningState;
- private _triggerSuspendedState;
- private _displayMuteButton;
- private _moveButtonToTopLeft;
- private _onResize;
- private _hideMuteButton;
- /**
- * Destroy and release the resources associated with the audio ccontext.
- */
- dispose(): void;
- /**
- * Gets the global volume sets on the master gain.
- * @returns the global volume if set or -1 otherwise
- */
- getGlobalVolume(): number;
- /**
- * Sets the global volume of your experience (sets on the master gain).
- * @param newVolume Defines the new global volume of the application
- */
- setGlobalVolume(newVolume: number): void;
- /**
- * Connect the audio engine to an audio analyser allowing some amazing
- * synchornization between the sounds/music and your visualization (VuMeter for instance).
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
- * @param analyser The analyser to connect to the engine
- */
- connectToAnalyser(analyser: Analyser): void;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * The list of sounds used in the scene.
- */
- sounds: Nullable<Array<Sound>>;
- }
- interface Scene {
- /**
- * @hidden
- * Backing field
- */
- _mainSoundTrack: SoundTrack;
- /**
- * The main sound track played by the scene.
- * It cotains your primary collection of sounds.
- */
- mainSoundTrack: SoundTrack;
- /**
- * The list of sound tracks added to the scene
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- soundTracks: Nullable<Array<SoundTrack>>;
- /**
- * Gets a sound using a given name
- * @param name defines the name to search for
- * @return the found sound or null if not found at all.
- */
- getSoundByName(name: string): Nullable<Sound>;
- /**
- * Gets or sets if audio support is enabled
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- audioEnabled: boolean;
- /**
- * Gets or sets if audio will be output to headphones
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- headphone: boolean;
- }
- /**
- * Defines the sound scene component responsible to manage any sounds
- * in a given scene.
- */
- class AudioSceneComponent implements ISceneSerializableComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- private _audioEnabled;
- /**
- * Gets whether audio is enabled or not.
- * Please use related enable/disable method to switch state.
- */
- readonly audioEnabled: boolean;
- private _headphone;
- /**
- * Gets whether audio is outputing to headphone or not.
- * Please use the according Switch methods to change output.
- */
- readonly headphone: boolean;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Serializes the component data to the specified json object
- * @param serializationObject The object to serialize to
- */
- serialize(serializationObject: any): void;
- /**
- * Adds all the element from the container to the scene
- * @param container the container holding the elements
- */
- addFromContainer(container: AbstractScene): void;
- /**
- * Removes all the elements in the container from the scene
- * @param container contains the elements to remove
- */
- removeFromContainer(container: AbstractScene): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- /**
- * Disables audio in the associated scene.
- */
- disableAudio(): void;
- /**
- * Enables audio in the associated scene.
- */
- enableAudio(): void;
- /**
- * Switch audio to headphone output.
- */
- switchAudioModeForHeadphones(): void;
- /**
- * Switch audio to normal speakers.
- */
- switchAudioModeForNormalSpeakers(): void;
- private _afterRender;
- }
- }
- declare module BABYLON {
- /**
- * Defines a sound that can be played in the application.
- * The sound can either be an ambient track or a simple sound played in reaction to a user action.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- class Sound {
- /**
- * The name of the sound in the scene.
- */
- name: string;
- /**
- * Does the sound autoplay once loaded.
- */
- autoplay: boolean;
- /**
- * Does the sound loop after it finishes playing once.
- */
- loop: boolean;
- /**
- * Does the sound use a custom attenuation curve to simulate the falloff
- * happening when the source gets further away from the camera.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
- */
- useCustomAttenuation: boolean;
- /**
- * The sound track id this sound belongs to.
- */
- soundTrackId: number;
- /**
- * Is this sound currently played.
- */
- isPlaying: boolean;
- /**
- * Is this sound currently paused.
- */
- isPaused: boolean;
- /**
- * Does this sound enables spatial sound.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- spatialSound: boolean;
- /**
- * Define the reference distance the sound should be heard perfectly.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- refDistance: number;
- /**
- * Define the roll off factor of spatial sounds.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- rolloffFactor: number;
- /**
- * Define the max distance the sound should be heard (intensity just became 0 at this point).
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- maxDistance: number;
- /**
- * Define the distance attenuation model the sound will follow.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- distanceModel: string;
- /**
- * @hidden
- * Back Compat
- **/
- onended: () => any;
- /**
- * Observable event when the current playing sound finishes.
- */
- onEndedObservable: Observable<Sound>;
- private _panningModel;
- private _playbackRate;
- private _streaming;
- private _startTime;
- private _startOffset;
- private _position;
- /** @hidden */
- _positionInEmitterSpace: boolean;
- private _localDirection;
- private _volume;
- private _isReadyToPlay;
- private _isDirectional;
- private _readyToPlayCallback;
- private _audioBuffer;
- private _soundSource;
- private _streamingSource;
- private _soundPanner;
- private _soundGain;
- private _inputAudioNode;
- private _outputAudioNode;
- private _coneInnerAngle;
- private _coneOuterAngle;
- private _coneOuterGain;
- private _scene;
- private _connectedMesh;
- private _customAttenuationFunction;
- private _registerFunc;
- private _isOutputConnected;
- private _htmlAudioElement;
- private _urlType;
- /**
- * Create a sound and attach it to a scene
- * @param name Name of your sound
- * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
- * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
- * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
- */
- constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: any);
- /**
- * Release the sound and its associated resources
- */
- dispose(): void;
- /**
- * Gets if the sounds is ready to be played or not.
- * @returns true if ready, otherwise false
- */
- isReady(): boolean;
- private _soundLoaded;
- /**
- * Sets the data of the sound from an audiobuffer
- * @param audioBuffer The audioBuffer containing the data
- */
- setAudioBuffer(audioBuffer: AudioBuffer): void;
- /**
- * Updates the current sounds options such as maxdistance, loop...
- * @param options A JSON object containing values named as the object properties
- */
- updateOptions(options: any): void;
- private _createSpatialParameters;
- private _updateSpatialParameters;
- /**
- * Switch the panning model to HRTF:
- * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- switchPanningModelToHRTF(): void;
- /**
- * Switch the panning model to Equal Power:
- * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- switchPanningModelToEqualPower(): void;
- private _switchPanningModel;
- /**
- * Connect this sound to a sound track audio node like gain...
- * @param soundTrackAudioNode the sound track audio node to connect to
- */
- connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
- /**
- * Transform this sound into a directional source
- * @param coneInnerAngle Size of the inner cone in degree
- * @param coneOuterAngle Size of the outer cone in degree
- * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
- */
- setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
- /**
- * Gets or sets the inner angle for the directional cone.
- */
- /**
- * Gets or sets the inner angle for the directional cone.
- */
- directionalConeInnerAngle: number;
- /**
- * Gets or sets the outer angle for the directional cone.
- */
- /**
- * Gets or sets the outer angle for the directional cone.
- */
- directionalConeOuterAngle: number;
- /**
- * Sets the position of the emitter if spatial sound is enabled
- * @param newPosition Defines the new posisiton
- */
- setPosition(newPosition: Vector3): void;
- /**
- * Sets the local direction of the emitter if spatial sound is enabled
- * @param newLocalDirection Defines the new local direction
- */
- setLocalDirectionToMesh(newLocalDirection: Vector3): void;
- private _updateDirection;
- /** @hidden */
- updateDistanceFromListener(): void;
- /**
- * Sets a new custom attenuation function for the sound.
- * @param callback Defines the function used for the attenuation
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
- */
- setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
- /**
- * Play the sound
- * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
- * @param offset (optional) Start the sound setting it at a specific time
- */
- play(time?: number, offset?: number): void;
- private _onended;
- /**
- * Stop the sound
- * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
- */
- stop(time?: number): void;
- /**
- * Put the sound in pause
- */
- pause(): void;
- /**
- * Sets a dedicated volume for this sounds
- * @param newVolume Define the new volume of the sound
- * @param time Define in how long the sound should be at this value
- */
- setVolume(newVolume: number, time?: number): void;
- /**
- * Set the sound play back rate
- * @param newPlaybackRate Define the playback rate the sound should be played at
- */
- setPlaybackRate(newPlaybackRate: number): void;
- /**
- * Gets the volume of the sound.
- * @returns the volume of the sound
- */
- getVolume(): number;
- /**
- * Attach the sound to a dedicated mesh
- * @param meshToConnectTo The mesh to connect the sound with
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
- */
- attachToMesh(meshToConnectTo: AbstractMesh): void;
- /**
- * Detach the sound from the previously attached mesh
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
- */
- detachFromMesh(): void;
- private _onRegisterAfterWorldMatrixUpdate;
- /**
- * Clone the current sound in the scene.
- * @returns the new sound clone
- */
- clone(): Nullable<Sound>;
- /**
- * Gets the current underlying audio buffer containing the data
- * @returns the audio buffer
- */
- getAudioBuffer(): Nullable<AudioBuffer>;
- /**
- * Serializes the Sound in a JSON representation
- * @returns the JSON representation of the sound
- */
- serialize(): any;
- /**
- * Parse a JSON representation of a sound to innstantiate in a given scene
- * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
- * @param scene Define the scene the new parsed sound should be created in
- * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
- * @param sourceSound Define a cound place holder if do not need to instantiate a new one
- * @returns the newly parsed sound
- */
- static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
- }
- }
- declare module BABYLON {
- /**
- * Options allowed during the creation of a sound track.
- */
- interface ISoundTrackOptions {
- /**
- * The volume the sound track should take during creation
- */
- volume?: number;
- /**
- * Define if the sound track is the main sound track of the scene
- */
- mainTrack?: boolean;
- }
- /**
- * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
- * It will be also used in a future release to apply effects on a specific track.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
- */
- class SoundTrack {
- /**
- * The unique identifier of the sound track in the scene.
- */
- id: number;
- /**
- * The list of sounds included in the sound track.
- */
- soundCollection: Array<Sound>;
- private _outputAudioNode;
- private _scene;
- private _isMainTrack;
- private _connectedAnalyser;
- private _options;
- private _isInitialized;
- /**
- * Creates a new sound track.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
- * @param scene Define the scene the sound track belongs to
- * @param options
- */
- constructor(scene: Scene, options?: ISoundTrackOptions);
- private _initializeSoundTrackAudioGraph;
- /**
- * Release the sound track and its associated resources
- */
- dispose(): void;
- /**
- * Adds a sound to this sound track
- * @param sound define the cound to add
- * @ignoreNaming
- */
- AddSound(sound: Sound): void;
- /**
- * Removes a sound to this sound track
- * @param sound define the cound to remove
- * @ignoreNaming
- */
- RemoveSound(sound: Sound): void;
- /**
- * Set a global volume for the full sound track.
- * @param newVolume Define the new volume of the sound track
- */
- setVolume(newVolume: number): void;
- /**
- * Switch the panning model to HRTF:
- * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- switchPanningModelToHRTF(): void;
- /**
- * Switch the panning model to Equal Power:
- * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
- */
- switchPanningModelToEqualPower(): void;
- /**
- * Connect the sound track to an audio analyser allowing some amazing
- * synchornization between the sounds/music and your visualization (VuMeter for instance).
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
- * @param analyser The analyser to connect to the engine
- */
- connectToAnalyser(analyser: Analyser): void;
- }
- }
- declare module BABYLON {
- /**
- * Wraps one or more Sound objects and selects one with random weight for playback.
- */
- class WeightedSound {
- /** When true a Sound will be selected and played when the current playing Sound completes. */
- loop: boolean;
- private _coneInnerAngle;
- private _coneOuterAngle;
- private _volume;
- /** A Sound is currently playing. */
- isPlaying: boolean;
- /** A Sound is currently paused. */
- isPaused: boolean;
- private _sounds;
- private _weights;
- private _currentIndex?;
- /**
- * Creates a new WeightedSound from the list of sounds given.
- * @param loop When true a Sound will be selected and played when the current playing Sound completes.
- * @param sounds Array of Sounds that will be selected from.
- * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
- */
- constructor(loop: boolean, sounds: Sound[], weights: number[]);
- /**
- * The size of cone in degrees for a directional sound in which there will be no attenuation.
- */
- /**
- * The size of cone in degress for a directional sound in which there will be no attenuation.
- */
- directionalConeInnerAngle: number;
- /**
- * Size of cone in degrees for a directional sound outside of which there will be no sound.
- * Listener angles between innerAngle and outerAngle will falloff linearly.
- */
- /**
- * Size of cone in degrees for a directional sound outside of which there will be no sound.
- * Listener angles between innerAngle and outerAngle will falloff linearly.
- */
- directionalConeOuterAngle: number;
- /**
- * Playback volume.
- */
- /**
- * Playback volume.
- */
- volume: number;
- private _onended;
- /**
- * Suspend playback
- */
- pause(): void;
- /**
- * Stop playback
- */
- stop(): void;
- /**
- * Start playback.
- * @param startOffset Position the clip head at a specific time in seconds.
- */
- play(startOffset?: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store an actual running animation
- */
- class Animatable {
- /** defines the target object */
- target: any;
- /** defines the starting frame number (default is 0) */
- fromFrame: number;
- /** defines the ending frame number (default is 100) */
- toFrame: number;
- /** defines if the animation must loop (default is false) */
- loopAnimation: boolean;
- /** defines a callback to call when animation ends if it is not looping */
- onAnimationEnd?: (() => void) | null | undefined;
- private _localDelayOffset;
- private _pausedDelay;
- private _runtimeAnimations;
- private _paused;
- private _scene;
- private _speedRatio;
- private _weight;
- private _syncRoot;
- /**
- * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
- * This will only apply for non looping animation (default is true)
- */
- disposeOnEnd: boolean;
- /**
- * Gets a boolean indicating if the animation has started
- */
- animationStarted: boolean;
- /**
- * Observer raised when the animation ends
- */
- onAnimationEndObservable: Observable<Animatable>;
- /**
- * Gets the root Animatable used to synchronize and normalize animations
- */
- readonly syncRoot: Animatable;
- /**
- * Gets the current frame of the first RuntimeAnimation
- * Used to synchronize Animatables
- */
- readonly masterFrame: number;
- /**
- * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
- */
- weight: number;
- /**
- * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
- */
- speedRatio: number;
- /**
- * Creates a new Animatable
- * @param scene defines the hosting scene
- * @param target defines the target object
- * @param fromFrame defines the starting frame number (default is 0)
- * @param toFrame defines the ending frame number (default is 100)
- * @param loopAnimation defines if the animation must loop (default is false)
- * @param speedRatio defines the factor to apply to animation speed (default is 1)
- * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
- * @param animations defines a group of animation to add to the new Animatable
- */
- constructor(scene: Scene,
- /** defines the target object */
- target: any,
- /** defines the starting frame number (default is 0) */
- fromFrame?: number,
- /** defines the ending frame number (default is 100) */
- toFrame?: number,
- /** defines if the animation must loop (default is false) */
- loopAnimation?: boolean, speedRatio?: number,
- /** defines a callback to call when animation ends if it is not looping */
- onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[]);
- /**
- * Synchronize and normalize current Animatable with a source Animatable
- * This is useful when using animation weights and when animations are not of the same length
- * @param root defines the root Animatable to synchronize with
- * @returns the current Animatable
- */
- syncWith(root: Animatable): Animatable;
- /**
- * Gets the list of runtime animations
- * @returns an array of RuntimeAnimation
- */
- getAnimations(): RuntimeAnimation[];
- /**
- * Adds more animations to the current animatable
- * @param target defines the target of the animations
- * @param animations defines the new animations to add
- */
- appendAnimations(target: any, animations: Animation[]): void;
- /**
- * Gets the source animation for a specific property
- * @param property defines the propertyu to look for
- * @returns null or the source animation for the given property
- */
- getAnimationByTargetProperty(property: string): Nullable<Animation>;
- /**
- * Gets the runtime animation for a specific property
- * @param property defines the propertyu to look for
- * @returns null or the runtime animation for the given property
- */
- getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
- /**
- * Resets the animatable to its original state
- */
- reset(): void;
- /**
- * Allows the animatable to blend with current running animations
- * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
- * @param blendingSpeed defines the blending speed to use
- */
- enableBlending(blendingSpeed: number): void;
- /**
- * Disable animation blending
- * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
- */
- disableBlending(): void;
- /**
- * Jump directly to a given frame
- * @param frame defines the frame to jump to
- */
- goToFrame(frame: number): void;
- /**
- * Pause the animation
- */
- pause(): void;
- /**
- * Restart the animation
- */
- restart(): void;
- private _raiseOnAnimationEnd;
- /**
- * Stop and delete the current animation
- * @param animationName defines a string used to only stop some of the runtime animations instead of all
- * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
- */
- stop(animationName?: string, targetMask?: (target: any) => boolean): void;
- /**
- * Wait asynchronously for the animation to end
- * @returns a promise which will be fullfilled when the animation ends
- */
- waitAsync(): Promise<Animatable>;
- /** @hidden */
- _animate(delay: number): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Represents the range of an animation
- */
- class AnimationRange {
- /**The name of the animation range**/
- name: string;
- /**The starting frame of the animation */
- from: number;
- /**The ending frame of the animation*/
- to: number;
- /**
- * Initializes the range of an animation
- * @param name The name of the animation range
- * @param from The starting frame of the animation
- * @param to The ending frame of the animation
- */
- constructor(
- /**The name of the animation range**/
- name: string,
- /**The starting frame of the animation */
- from: number,
- /**The ending frame of the animation*/
- to: number);
- /**
- * Makes a copy of the animation range
- * @returns A copy of the animation range
- */
- clone(): AnimationRange;
- }
- /**
- * Composed of a frame, and an action function
- */
- class AnimationEvent {
- /** The frame for which the event is triggered **/
- frame: number;
- /** The event to perform when triggered **/
- action: (currentFrame: number) => void;
- /** Specifies if the event should be triggered only once**/
- onlyOnce?: boolean | undefined;
- /**
- * Specifies if the animation event is done
- */
- isDone: boolean;
- /**
- * Initializes the animation event
- * @param frame The frame for which the event is triggered
- * @param action The event to perform when triggered
- * @param onlyOnce Specifies if the event should be triggered only once
- */
- constructor(
- /** The frame for which the event is triggered **/
- frame: number,
- /** The event to perform when triggered **/
- action: (currentFrame: number) => void,
- /** Specifies if the event should be triggered only once**/
- onlyOnce?: boolean | undefined);
- /** @hidden */
- _clone(): AnimationEvent;
- }
- /**
- * A cursor which tracks a point on a path
- */
- class PathCursor {
- private path;
- /**
- * Stores path cursor callbacks for when an onchange event is triggered
- */
- private _onchange;
- /**
- * The value of the path cursor
- */
- value: number;
- /**
- * The animation array of the path cursor
- */
- animations: Animation[];
- /**
- * Initializes the path cursor
- * @param path The path to track
- */
- constructor(path: Path2);
- /**
- * Gets the cursor point on the path
- * @returns A point on the path cursor at the cursor location
- */
- getPoint(): Vector3;
- /**
- * Moves the cursor ahead by the step amount
- * @param step The amount to move the cursor forward
- * @returns This path cursor
- */
- moveAhead(step?: number): PathCursor;
- /**
- * Moves the cursor behind by the step amount
- * @param step The amount to move the cursor back
- * @returns This path cursor
- */
- moveBack(step?: number): PathCursor;
- /**
- * Moves the cursor by the step amount
- * If the step amount is greater than one, an exception is thrown
- * @param step The amount to move the cursor
- * @returns This path cursor
- */
- move(step: number): PathCursor;
- /**
- * Ensures that the value is limited between zero and one
- * @returns This path cursor
- */
- private ensureLimits;
- /**
- * Runs onchange callbacks on change (used by the animation engine)
- * @returns This path cursor
- */
- private raiseOnChange;
- /**
- * Executes a function on change
- * @param f A path cursor onchange callback
- * @returns This path cursor
- */
- onchange(f: (cursor: PathCursor) => void): PathCursor;
- }
- /**
- * Defines an interface which represents an animation key frame
- */
- interface IAnimationKey {
- /**
- * Frame of the key frame
- */
- frame: number;
- /**
- * Value at the specifies key frame
- */
- value: any;
- /**
- * The input tangent for the cubic hermite spline
- */
- inTangent?: any;
- /**
- * The output tangent for the cubic hermite spline
- */
- outTangent?: any;
- /**
- * The animation interpolation type
- */
- interpolation?: AnimationKeyInterpolation;
- }
- /**
- * Enum for the animation key frame interpolation type
- */
- enum AnimationKeyInterpolation {
- /**
- * Do not interpolate between keys and use the start key value only. Tangents are ignored
- */
- STEP = 1
- }
- /**
- * Class used to store any kind of animation
- */
- class Animation {
- /**Name of the animation */
- name: string;
- /**Property to animate */
- targetProperty: string;
- /**The frames per second of the animation */
- framePerSecond: number;
- /**The data type of the animation */
- dataType: number;
- /**The loop mode of the animation */
- loopMode?: number | undefined;
- /**Specifies if blending should be enabled */
- enableBlending?: boolean | undefined;
- /**
- * Use matrix interpolation instead of using direct key value when animating matrices
- */
- static AllowMatricesInterpolation: boolean;
- /**
- * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
- */
- static AllowMatrixDecomposeForInterpolation: boolean;
- /**
- * Stores the key frames of the animation
- */
- private _keys;
- /**
- * Stores the easing function of the animation
- */
- private _easingFunction;
- /**
- * @hidden Internal use only
- */
- _runtimeAnimations: RuntimeAnimation[];
- /**
- * The set of event that will be linked to this animation
- */
- private _events;
- /**
- * Stores an array of target property paths
- */
- targetPropertyPath: string[];
- /**
- * Stores the blending speed of the animation
- */
- blendingSpeed: number;
- /**
- * Stores the animation ranges for the animation
- */
- private _ranges;
- /**
- * @hidden Internal use
- */
- static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
- /**
- * Sets up an animation
- * @param property The property to animate
- * @param animationType The animation type to apply
- * @param framePerSecond The frames per second of the animation
- * @param easingFunction The easing function used in the animation
- * @returns The created animation
- */
- static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
- /**
- * Create and start an animation on a node
- * @param name defines the name of the global animation that will be run on all nodes
- * @param node defines the root node where the animation will take place
- * @param targetProperty defines property to animate
- * @param framePerSecond defines the number of frame per second yo use
- * @param totalFrame defines the number of frames in total
- * @param from defines the initial value
- * @param to defines the final value
- * @param loopMode defines which loop mode you want to use (off by default)
- * @param easingFunction defines the easing function to use (linear by default)
- * @param onAnimationEnd defines the callback to call when animation end
- * @returns the animatable created for this animation
- */
- static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
- /**
- * Create and start an animation on a node and its descendants
- * @param name defines the name of the global animation that will be run on all nodes
- * @param node defines the root node where the animation will take place
- * @param directDescendantsOnly if true only direct descendants will be used, if false direct and also indirect (children of children, an so on in a recursive manner) descendants will be used
- * @param targetProperty defines property to animate
- * @param framePerSecond defines the number of frame per second to use
- * @param totalFrame defines the number of frames in total
- * @param from defines the initial value
- * @param to defines the final value
- * @param loopMode defines which loop mode you want to use (off by default)
- * @param easingFunction defines the easing function to use (linear by default)
- * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
- * @returns the list of animatables created for all nodes
- * @example https://www.babylonjs-playground.com/#MH0VLI
- */
- static CreateAndStartHierarchyAnimation(name: string, node: Node, directDescendantsOnly: boolean, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable[]>;
- /**
- * Creates a new animation, merges it with the existing animations and starts it
- * @param name Name of the animation
- * @param node Node which contains the scene that begins the animations
- * @param targetProperty Specifies which property to animate
- * @param framePerSecond The frames per second of the animation
- * @param totalFrame The total number of frames
- * @param from The frame at the beginning of the animation
- * @param to The frame at the end of the animation
- * @param loopMode Specifies the loop mode of the animation
- * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
- * @param onAnimationEnd Callback to run once the animation is complete
- * @returns Nullable animation
- */
- static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
- /**
- * Transition property of an host to the target Value
- * @param property The property to transition
- * @param targetValue The target Value of the property
- * @param host The object where the property to animate belongs
- * @param scene Scene used to run the animation
- * @param frameRate Framerate (in frame/s) to use
- * @param transition The transition type we want to use
- * @param duration The duration of the animation, in milliseconds
- * @param onAnimationEnd Callback trigger at the end of the animation
- * @returns Nullable animation
- */
- static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
- /**
- * Return the array of runtime animations currently using this animation
- */
- readonly runtimeAnimations: RuntimeAnimation[];
- /**
- * Specifies if any of the runtime animations are currently running
- */
- readonly hasRunningRuntimeAnimations: boolean;
- /**
- * Initializes the animation
- * @param name Name of the animation
- * @param targetProperty Property to animate
- * @param framePerSecond The frames per second of the animation
- * @param dataType The data type of the animation
- * @param loopMode The loop mode of the animation
- * @param enableBlendings Specifies if blending should be enabled
- */
- constructor(
- /**Name of the animation */
- name: string,
- /**Property to animate */
- targetProperty: string,
- /**The frames per second of the animation */
- framePerSecond: number,
- /**The data type of the animation */
- dataType: number,
- /**The loop mode of the animation */
- loopMode?: number | undefined,
- /**Specifies if blending should be enabled */
- enableBlending?: boolean | undefined);
- /**
- * Converts the animation to a string
- * @param fullDetails support for multiple levels of logging within scene loading
- * @returns String form of the animation
- */
- toString(fullDetails?: boolean): string;
- /**
- * Add an event to this animation
- * @param event Event to add
- */
- addEvent(event: AnimationEvent): void;
- /**
- * Remove all events found at the given frame
- * @param frame The frame to remove events from
- */
- removeEvents(frame: number): void;
- /**
- * Retrieves all the events from the animation
- * @returns Events from the animation
- */
- getEvents(): AnimationEvent[];
- /**
- * Creates an animation range
- * @param name Name of the animation range
- * @param from Starting frame of the animation range
- * @param to Ending frame of the animation
- */
- createRange(name: string, from: number, to: number): void;
- /**
- * Deletes an animation range by name
- * @param name Name of the animation range to delete
- * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
- */
- deleteRange(name: string, deleteFrames?: boolean): void;
- /**
- * Gets the animation range by name, or null if not defined
- * @param name Name of the animation range
- * @returns Nullable animation range
- */
- getRange(name: string): Nullable<AnimationRange>;
- /**
- * Gets the key frames from the animation
- * @returns The key frames of the animation
- */
- getKeys(): Array<IAnimationKey>;
- /**
- * Gets the highest frame rate of the animation
- * @returns Highest frame rate of the animation
- */
- getHighestFrame(): number;
- /**
- * Gets the easing function of the animation
- * @returns Easing function of the animation
- */
- getEasingFunction(): IEasingFunction;
- /**
- * Sets the easing function of the animation
- * @param easingFunction A custom mathematical formula for animation
- */
- setEasingFunction(easingFunction: EasingFunction): void;
- /**
- * Interpolates a scalar linearly
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated scalar value
- */
- floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
- /**
- * Interpolates a scalar cubically
- * @param startValue Start value of the animation curve
- * @param outTangent End tangent of the animation
- * @param endValue End value of the animation curve
- * @param inTangent Start tangent of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated scalar value
- */
- floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
- /**
- * Interpolates a quaternion using a spherical linear interpolation
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated quaternion value
- */
- quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
- /**
- * Interpolates a quaternion cubically
- * @param startValue Start value of the animation curve
- * @param outTangent End tangent of the animation curve
- * @param endValue End value of the animation curve
- * @param inTangent Start tangent of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated quaternion value
- */
- quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
- /**
- * Interpolates a Vector3 linearl
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated scalar value
- */
- vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
- /**
- * Interpolates a Vector3 cubically
- * @param startValue Start value of the animation curve
- * @param outTangent End tangent of the animation
- * @param endValue End value of the animation curve
- * @param inTangent Start tangent of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns InterpolatedVector3 value
- */
- vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
- /**
- * Interpolates a Vector2 linearly
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated Vector2 value
- */
- vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
- /**
- * Interpolates a Vector2 cubically
- * @param startValue Start value of the animation curve
- * @param outTangent End tangent of the animation
- * @param endValue End value of the animation curve
- * @param inTangent Start tangent of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated Vector2 value
- */
- vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
- /**
- * Interpolates a size linearly
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated Size value
- */
- sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
- /**
- * Interpolates a Color3 linearly
- * @param startValue Start value of the animation curve
- * @param endValue End value of the animation curve
- * @param gradient Scalar amount to interpolate
- * @returns Interpolated Color3 value
- */
- color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
- /**
- * @hidden Internal use only
- */
- _getKeyValue(value: any): any;
- /**
- * @hidden Internal use only
- */
- _interpolate(currentFrame: number, repeatCount: number, workValue?: any, loopMode?: number, offsetValue?: any, highLimitValue?: any): any;
- /**
- * Defines the function to use to interpolate matrices
- * @param startValue defines the start matrix
- * @param endValue defines the end matrix
- * @param gradient defines the gradient between both matrices
- * @param result defines an optional target matrix where to store the interpolation
- * @returns the interpolated matrix
- */
- matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
- /**
- * Makes a copy of the animation
- * @returns Cloned animation
- */
- clone(): Animation;
- /**
- * Sets the key frames of the animation
- * @param values The animation key frames to set
- */
- setKeys(values: Array<IAnimationKey>): void;
- /**
- * Serializes the animation to an object
- * @returns Serialized object
- */
- serialize(): any;
- /**
- * Float animation type
- */
- private static _ANIMATIONTYPE_FLOAT;
- /**
- * Vector3 animation type
- */
- private static _ANIMATIONTYPE_VECTOR3;
- /**
- * Quaternion animation type
- */
- private static _ANIMATIONTYPE_QUATERNION;
- /**
- * Matrix animation type
- */
- private static _ANIMATIONTYPE_MATRIX;
- /**
- * Color3 animation type
- */
- private static _ANIMATIONTYPE_COLOR3;
- /**
- * Vector2 animation type
- */
- private static _ANIMATIONTYPE_VECTOR2;
- /**
- * Size animation type
- */
- private static _ANIMATIONTYPE_SIZE;
- /**
- * Relative Loop Mode
- */
- private static _ANIMATIONLOOPMODE_RELATIVE;
- /**
- * Cycle Loop Mode
- */
- private static _ANIMATIONLOOPMODE_CYCLE;
- /**
- * Constant Loop Mode
- */
- private static _ANIMATIONLOOPMODE_CONSTANT;
- /**
- * Get the float animation type
- */
- static readonly ANIMATIONTYPE_FLOAT: number;
- /**
- * Get the Vector3 animation type
- */
- static readonly ANIMATIONTYPE_VECTOR3: number;
- /**
- * Get the Vector2 animation type
- */
- static readonly ANIMATIONTYPE_VECTOR2: number;
- /**
- * Get the Size animation type
- */
- static readonly ANIMATIONTYPE_SIZE: number;
- /**
- * Get the Quaternion animation type
- */
- static readonly ANIMATIONTYPE_QUATERNION: number;
- /**
- * Get the Matrix animation type
- */
- static readonly ANIMATIONTYPE_MATRIX: number;
- /**
- * Get the Color3 animation type
- */
- static readonly ANIMATIONTYPE_COLOR3: number;
- /**
- * Get the Relative Loop Mode
- */
- static readonly ANIMATIONLOOPMODE_RELATIVE: number;
- /**
- * Get the Cycle Loop Mode
- */
- static readonly ANIMATIONLOOPMODE_CYCLE: number;
- /**
- * Get the Constant Loop Mode
- */
- static readonly ANIMATIONLOOPMODE_CONSTANT: number;
- /** @hidden */
- static _UniversalLerp(left: any, right: any, amount: number): any;
- /**
- * Parses an animation object and creates an animation
- * @param parsedAnimation Parsed animation object
- * @returns Animation object
- */
- static Parse(parsedAnimation: any): Animation;
- /**
- * Appends the serialized animations from the source animations
- * @param source Source containing the animations
- * @param destination Target to store the animations
- */
- static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
- }
- }
- declare module BABYLON {
- /**
- * This class defines the direct association between an animation and a target
- */
- class TargetedAnimation {
- /**
- * Animation to perform
- */
- animation: Animation;
- /**
- * Target to animate
- */
- target: any;
- }
- /**
- * Use this class to create coordinated animations on multiple targets
- */
- class AnimationGroup implements IDisposable {
- /** The name of the animation group */
- name: string;
- private _scene;
- private _targetedAnimations;
- private _animatables;
- private _from;
- private _to;
- private _isStarted;
- private _speedRatio;
- /**
- * This observable will notify when one animation have ended.
- */
- onAnimationEndObservable: Observable<TargetedAnimation>;
- /**
- * This observable will notify when all animations have ended.
- */
- onAnimationGroupEndObservable: Observable<AnimationGroup>;
- /**
- * This observable will notify when all animations have paused.
- */
- onAnimationGroupPauseObservable: Observable<AnimationGroup>;
- /**
- * Gets the first frame
- */
- readonly from: number;
- /**
- * Gets the last frame
- */
- readonly to: number;
- /**
- * Define if the animations are started
- */
- readonly isStarted: boolean;
- /**
- * Gets or sets the speed ratio to use for all animations
- */
- /**
- * Gets or sets the speed ratio to use for all animations
- */
- speedRatio: number;
- /**
- * Gets the targeted animations for this animation group
- */
- readonly targetedAnimations: Array<TargetedAnimation>;
- /**
- * returning the list of animatables controlled by this animation group.
- */
- readonly animatables: Array<Animatable>;
- /**
- * Instantiates a new Animation Group.
- * This helps managing several animations at once.
- * @see http://doc.babylonjs.com/how_to/group
- * @param name Defines the name of the group
- * @param scene Defines the scene the group belongs to
- */
- constructor(
- /** The name of the animation group */
- name: string, scene?: Nullable<Scene>);
- /**
- * Add an animation (with its target) in the group
- * @param animation defines the animation we want to add
- * @param target defines the target of the animation
- * @returns the TargetedAnimation object
- */
- addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
- /**
- * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
- * It can add constant keys at begin or end
- * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
- * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
- * @returns the animation group
- */
- normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
- /**
- * Start all animations on given targets
- * @param loop defines if animations must loop
- * @param speedRatio defines the ratio to apply to animation speed (1 by default)
- * @param from defines the from key (optional)
- * @param to defines the to key (optional)
- * @returns the current animation group
- */
- start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
- /**
- * Pause all animations
- * @returns the animation group
- */
- pause(): AnimationGroup;
- /**
- * Play all animations to initial state
- * This function will start() the animations if they were not started or will restart() them if they were paused
- * @param loop defines if animations must loop
- * @returns the animation group
- */
- play(loop?: boolean): AnimationGroup;
- /**
- * Reset all animations to initial state
- * @returns the animation group
- */
- reset(): AnimationGroup;
- /**
- * Restart animations from key 0
- * @returns the animation group
- */
- restart(): AnimationGroup;
- /**
- * Stop all animations
- * @returns the animation group
- */
- stop(): AnimationGroup;
- /**
- * Set animation weight for all animatables
- * @param weight defines the weight to use
- * @return the animationGroup
- * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
- */
- setWeightForAllAnimatables(weight: number): AnimationGroup;
- /**
- * Synchronize and normalize all animatables with a source animatable
- * @param root defines the root animatable to synchronize with
- * @return the animationGroup
- * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
- */
- syncAllAnimationsWith(root: Animatable): AnimationGroup;
- /**
- * Goes to a specific frame in this animation group
- * @param frame the frame number to go to
- * @return the animationGroup
- */
- goToFrame(frame: number): AnimationGroup;
- /**
- * Dispose all associated resources
- */
- dispose(): void;
- private _checkAnimationGroupEnded;
- /**
- * Returns a new AnimationGroup object parsed from the source provided.
- * @param parsedAnimationGroup defines the source
- * @param scene defines the scene that will receive the animationGroup
- * @returns a new AnimationGroup
- */
- static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
- /**
- * Returns the string "AnimationGroup"
- * @returns "AnimationGroup"
- */
- getClassName(): string;
- /**
- * Creates a detailled string about the object
- * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
- * @returns a string representing the object
- */
- toString(fullDetails?: boolean): string;
- }
- }
- declare module BABYLON {
- /**
- * Class used to override all child animations of a given target
- */
- class AnimationPropertiesOverride {
- /**
- * Gets or sets a value indicating if animation blending must be used
- */
- enableBlending: boolean;
- /**
- * Gets or sets the blending speed to use when enableBlending is true
- */
- blendingSpeed: number;
- /**
- * Gets or sets the default loop mode to use
- */
- loopMode: number;
- }
- }
- declare module BABYLON {
- /**
- * This represents the main contract an easing function should follow.
- * Easing functions are used throughout the animation system.
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- interface IEasingFunction {
- /**
- * Given an input gradient between 0 and 1, this returns the corrseponding value
- * of the easing function.
- * The link below provides some of the most common examples of easing functions.
- * @see https://easings.net/
- * @param gradient Defines the value between 0 and 1 we want the easing value for
- * @returns the corresponding value on the curve defined by the easing function
- */
- ease(gradient: number): number;
- }
- /**
- * Base class used for every default easing function.
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class EasingFunction implements IEasingFunction {
- /**
- * Interpolation follows the mathematical formula associated with the easing function.
- */
- static readonly EASINGMODE_EASEIN: number;
- /**
- * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
- */
- static readonly EASINGMODE_EASEOUT: number;
- /**
- * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
- */
- static readonly EASINGMODE_EASEINOUT: number;
- private _easingMode;
- /**
- * Sets the easing mode of the current function.
- * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
- */
- setEasingMode(easingMode: number): void;
- /**
- * Gets the current easing mode.
- * @returns the easing mode
- */
- getEasingMode(): number;
- /**
- * @hidden
- */
- easeInCore(gradient: number): number;
- /**
- * Given an input gradient between 0 and 1, this returns the corrseponding value
- * of the easing function.
- * @param gradient Defines the value between 0 and 1 we want the easing value for
- * @returns the corresponding value on the curve defined by the easing function
- */
- ease(gradient: number): number;
- }
- /**
- * Easing function with a circle shape (see link below).
- * @see https://easings.net/#easeInCirc
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class CircleEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a ease back shape (see link below).
- * @see https://easings.net/#easeInBack
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class BackEase extends EasingFunction implements IEasingFunction {
- /** Defines the amplitude of the function */
- amplitude: number;
- /**
- * Instantiates a back ease easing
- * @see https://easings.net/#easeInBack
- * @param amplitude Defines the amplitude of the function
- */
- constructor(
- /** Defines the amplitude of the function */
- amplitude?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a bouncing shape (see link below).
- * @see https://easings.net/#easeInBounce
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class BounceEase extends EasingFunction implements IEasingFunction {
- /** Defines the number of bounces */
- bounces: number;
- /** Defines the amplitude of the bounce */
- bounciness: number;
- /**
- * Instantiates a bounce easing
- * @see https://easings.net/#easeInBounce
- * @param bounces Defines the number of bounces
- * @param bounciness Defines the amplitude of the bounce
- */
- constructor(
- /** Defines the number of bounces */
- bounces?: number,
- /** Defines the amplitude of the bounce */
- bounciness?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a power of 3 shape (see link below).
- * @see https://easings.net/#easeInCubic
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class CubicEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with an elastic shape (see link below).
- * @see https://easings.net/#easeInElastic
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class ElasticEase extends EasingFunction implements IEasingFunction {
- /** Defines the number of oscillations*/
- oscillations: number;
- /** Defines the amplitude of the oscillations*/
- springiness: number;
- /**
- * Instantiates an elastic easing function
- * @see https://easings.net/#easeInElastic
- * @param oscillations Defines the number of oscillations
- * @param springiness Defines the amplitude of the oscillations
- */
- constructor(
- /** Defines the number of oscillations*/
- oscillations?: number,
- /** Defines the amplitude of the oscillations*/
- springiness?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with an exponential shape (see link below).
- * @see https://easings.net/#easeInExpo
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class ExponentialEase extends EasingFunction implements IEasingFunction {
- /** Defines the exponent of the function */
- exponent: number;
- /**
- * Instantiates an exponential easing function
- * @see https://easings.net/#easeInExpo
- * @param exponent Defines the exponent of the function
- */
- constructor(
- /** Defines the exponent of the function */
- exponent?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a power shape (see link below).
- * @see https://easings.net/#easeInQuad
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class PowerEase extends EasingFunction implements IEasingFunction {
- /** Defines the power of the function */
- power: number;
- /**
- * Instantiates an power base easing function
- * @see https://easings.net/#easeInQuad
- * @param power Defines the power of the function
- */
- constructor(
- /** Defines the power of the function */
- power?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a power of 2 shape (see link below).
- * @see https://easings.net/#easeInQuad
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class QuadraticEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a power of 4 shape (see link below).
- * @see https://easings.net/#easeInQuart
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class QuarticEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a power of 5 shape (see link below).
- * @see https://easings.net/#easeInQuint
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class QuinticEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a sin shape (see link below).
- * @see https://easings.net/#easeInSine
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class SineEase extends EasingFunction implements IEasingFunction {
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- /**
- * Easing function with a bezier shape (see link below).
- * @see http://cubic-bezier.com/#.17,.67,.83,.67
- * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
- */
- class BezierCurveEase extends EasingFunction implements IEasingFunction {
- /** Defines the x component of the start tangent in the bezier curve */
- x1: number;
- /** Defines the y component of the start tangent in the bezier curve */
- y1: number;
- /** Defines the x component of the end tangent in the bezier curve */
- x2: number;
- /** Defines the y component of the end tangent in the bezier curve */
- y2: number;
- /**
- * Instantiates a bezier function
- * @see http://cubic-bezier.com/#.17,.67,.83,.67
- * @param x1 Defines the x component of the start tangent in the bezier curve
- * @param y1 Defines the y component of the start tangent in the bezier curve
- * @param x2 Defines the x component of the end tangent in the bezier curve
- * @param y2 Defines the y component of the end tangent in the bezier curve
- */
- constructor(
- /** Defines the x component of the start tangent in the bezier curve */
- x1?: number,
- /** Defines the y component of the start tangent in the bezier curve */
- y1?: number,
- /** Defines the x component of the end tangent in the bezier curve */
- x2?: number,
- /** Defines the y component of the end tangent in the bezier curve */
- y2?: number);
- /** @hidden */
- easeInCore(gradient: number): number;
- }
- }
- declare module BABYLON {
- /**
- * Defines a runtime animation
- */
- class RuntimeAnimation {
- private _events;
- /**
- * The current frame of the runtime animation
- */
- private _currentFrame;
- /**
- * The animation used by the runtime animation
- */
- private _animation;
- /**
- * The target of the runtime animation
- */
- private _target;
- /**
- * The initiating animatable
- */
- private _host;
- /**
- * The original value of the runtime animation
- */
- private _originalValue;
- /**
- * The original blend value of the runtime animation
- */
- private _originalBlendValue;
- /**
- * The offsets cache of the runtime animation
- */
- private _offsetsCache;
- /**
- * The high limits cache of the runtime animation
- */
- private _highLimitsCache;
- /**
- * Specifies if the runtime animation has been stopped
- */
- private _stopped;
- /**
- * The blending factor of the runtime animation
- */
- private _blendingFactor;
- /**
- * The BabylonJS scene
- */
- private _scene;
- /**
- * The current value of the runtime animation
- */
- private _currentValue;
- /** @hidden */
- _workValue: any;
- /**
- * The active target of the runtime animation
- */
- private _activeTarget;
- /**
- * The target path of the runtime animation
- */
- private _targetPath;
- /**
- * The weight of the runtime animation
- */
- private _weight;
- /**
- * The ratio offset of the runtime animation
- */
- private _ratioOffset;
- /**
- * The previous delay of the runtime animation
- */
- private _previousDelay;
- /**
- * The previous ratio of the runtime animation
- */
- private _previousRatio;
- /**
- * Gets the current frame of the runtime animation
- */
- readonly currentFrame: number;
- /**
- * Gets the weight of the runtime animation
- */
- readonly weight: number;
- /**
- * Gets the current value of the runtime animation
- */
- readonly currentValue: any;
- /**
- * Gets the target path of the runtime animation
- */
- readonly targetPath: string;
- /**
- * Gets the actual target of the runtime animation
- */
- readonly target: any;
- /**
- * Create a new RuntimeAnimation object
- * @param target defines the target of the animation
- * @param animation defines the source animation object
- * @param scene defines the hosting scene
- * @param host defines the initiating Animatable
- */
- constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
- /**
- * Gets the animation from the runtime animation
- */
- readonly animation: Animation;
- /**
- * Resets the runtime animation to the beginning
- * @param restoreOriginal defines whether to restore the target property to the original value
- */
- reset(restoreOriginal?: boolean): void;
- /**
- * Specifies if the runtime animation is stopped
- * @returns Boolean specifying if the runtime animation is stopped
- */
- isStopped(): boolean;
- /**
- * Disposes of the runtime animation
- */
- dispose(): void;
- /**
- * Interpolates the animation from the current frame
- * @param currentFrame The frame to interpolate the animation to
- * @param repeatCount The number of times that the animation should loop
- * @param loopMode The type of looping mode to use
- * @param offsetValue Animation offset value
- * @param highLimitValue The high limit value
- * @returns The interpolated value
- */
- private _interpolate;
- /**
- * Apply the interpolated value to the target
- * @param currentValue defines the value computed by the animation
- * @param weight defines the weight to apply to this value (Defaults to 1.0)
- */
- setValue(currentValue: any, weight?: number): void;
- private _setValue;
- /**
- * Gets the loop pmode of the runtime animation
- * @returns Loop Mode
- */
- private _getCorrectLoopMode;
- /**
- * Move the current animation to a given frame
- * @param frame defines the frame to move to
- */
- goToFrame(frame: number): void;
- /**
- * @hidden Internal use only
- */
- _prepareForSpeedRatioChange(newSpeedRatio: number): void;
- /**
- * Execute the current animation
- * @param delay defines the delay to add to the current frame
- * @param from defines the lower bound of the animation range
- * @param to defines the upper bound of the animation range
- * @param loop defines if the current animation must loop
- * @param speedRatio defines the current speed ratio
- * @param weight defines the weight of the animation (default is -1 so no weight)
- * @returns a boolean indicating if the animation is running
- */
- animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Interface used to define a behavior
- */
- interface Behavior<T> {
- /** gets or sets behavior's name */
- name: string;
- /**
- * Function called when the behavior needs to be initialized (after attaching it to a target)
- */
- init(): void;
- /**
- * Called when the behavior is attached to a target
- * @param target defines the target where the behavior is attached to
- */
- attach(target: T): void;
- /**
- * Called when the behavior is detached from its target
- */
- detach(): void;
- }
- /**
- * Interface implemented by classes supporting behaviors
- */
- interface IBehaviorAware<T> {
- /**
- * Attach a behavior
- * @param behavior defines the behavior to attach
- * @returns the current host
- */
- addBehavior(behavior: Behavior<T>): T;
- /**
- * Remove a behavior from the current object
- * @param behavior defines the behavior to detach
- * @returns the current host
- */
- removeBehavior(behavior: Behavior<T>): T;
- /**
- * Gets a behavior using its name to search
- * @param name defines the name to search
- * @returns the behavior or null if not found
- */
- getBehaviorByName(name: string): Nullable<Behavior<T>>;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store bone information
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- class Bone extends Node {
- /**
- * defines the bone name
- */
- name: string;
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- /**
- * Gets the list of child bones
- */
- children: Bone[];
- /** Gets the animations associated with this bone */
- animations: Animation[];
- /**
- * Gets or sets bone length
- */
- length: number;
- /**
- * @hidden Internal only
- * Set this value to map this bone to a different index in the transform matrices
- * Set this value to -1 to exclude the bone from the transform matrices
- */
- _index: Nullable<number>;
- private _skeleton;
- private _localMatrix;
- private _restPose;
- private _baseMatrix;
- private _absoluteTransform;
- private _invertedAbsoluteTransform;
- private _parent;
- private _scalingDeterminant;
- private _worldTransform;
- private _localScaling;
- private _localRotation;
- private _localPosition;
- private _needToDecompose;
- private _needToCompose;
- /** @hidden */
- /** @hidden */
- _matrix: Matrix;
- /**
- * Create a new bone
- * @param name defines the bone name
- * @param skeleton defines the parent skeleton
- * @param parentBone defines the parent (can be null if the bone is the root)
- * @param localMatrix defines the local matrix
- * @param restPose defines the rest pose matrix
- * @param baseMatrix defines the base matrix
- * @param index defines index of the bone in the hiearchy
- */
- constructor(
- /**
- * defines the bone name
- */
- name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
- /**
- * Gets the parent skeleton
- * @returns a skeleton
- */
- getSkeleton(): Skeleton;
- /**
- * Gets parent bone
- * @returns a bone or null if the bone is the root of the bone hierarchy
- */
- getParent(): Nullable<Bone>;
- /**
- * Sets the parent bone
- * @param parent defines the parent (can be null if the bone is the root)
- * @param updateDifferenceMatrix defines if the difference matrix must be updated
- */
- setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
- /**
- * Gets the local matrix
- * @returns a matrix
- */
- getLocalMatrix(): Matrix;
- /**
- * Gets the base matrix (initial matrix which remains unchanged)
- * @returns a matrix
- */
- getBaseMatrix(): Matrix;
- /**
- * Gets the rest pose matrix
- * @returns a matrix
- */
- getRestPose(): Matrix;
- /**
- * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
- */
- getWorldMatrix(): Matrix;
- /**
- * Sets the local matrix to rest pose matrix
- */
- returnToRest(): void;
- /**
- * Gets the inverse of the absolute transform matrix.
- * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
- * @returns a matrix
- */
- getInvertedAbsoluteTransform(): Matrix;
- /**
- * Gets the absolute transform matrix (ie base matrix * parent world matrix)
- * @returns a matrix
- */
- getAbsoluteTransform(): Matrix;
- /** Gets or sets current position (in local space) */
- position: Vector3;
- /** Gets or sets current rotation (in local space) */
- rotation: Vector3;
- /** Gets or sets current rotation quaternion (in local space) */
- rotationQuaternion: Quaternion;
- /** Gets or sets current scaling (in local space) */
- scaling: Vector3;
- /**
- * Gets the animation properties override
- */
- readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
- private _decompose;
- private _compose;
- /**
- * Update the base and local matrices
- * @param matrix defines the new base or local matrix
- * @param updateDifferenceMatrix defines if the difference matrix must be updated
- * @param updateLocalMatrix defines if the local matrix should be updated
- */
- updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
- /** @hidden */
- _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
- /**
- * Flag the bone as dirty (Forcing it to update everything)
- */
- markAsDirty(): void;
- private _markAsDirtyAndCompose;
- private _markAsDirtyAndDecompose;
- /**
- * Copy an animation range from another bone
- * @param source defines the source bone
- * @param rangeName defines the range name to copy
- * @param frameOffset defines the frame offset
- * @param rescaleAsRequired defines if rescaling must be applied if required
- * @param skelDimensionsRatio defines the scaling ratio
- * @returns true if operation was successful
- */
- copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired?: boolean, skelDimensionsRatio?: Nullable<Vector3>): boolean;
- /**
- * Translate the bone in local or world space
- * @param vec The amount to translate the bone
- * @param space The space that the translation is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the postion of the bone in local or world space
- * @param position The position to set the bone
- * @param space The space that the position is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the absolute position of the bone (world space)
- * @param position The position to set the bone
- * @param mesh The mesh that this bone is attached to
- */
- setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
- /**
- * Scale the bone on the x, y and z axes (in local space)
- * @param x The amount to scale the bone on the x axis
- * @param y The amount to scale the bone on the y axis
- * @param z The amount to scale the bone on the z axis
- * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
- */
- scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
- /**
- * Set the bone scaling in local space
- * @param scale defines the scaling vector
- */
- setScale(scale: Vector3): void;
- /**
- * Gets the current scaling in local space
- * @returns the current scaling vector
- */
- getScale(): Vector3;
- /**
- * Gets the current scaling in local space and stores it in a target vector
- * @param result defines the target vector
- */
- getScaleToRef(result: Vector3): void;
- /**
- * Set the yaw, pitch, and roll of the bone in local or world space
- * @param yaw The rotation of the bone on the y axis
- * @param pitch The rotation of the bone on the x axis
- * @param roll The rotation of the bone on the z axis
- * @param space The space that the axes of rotation are in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Add a rotation to the bone on an axis in local or world space
- * @param axis The axis to rotate the bone on
- * @param amount The amount to rotate the bone
- * @param space The space that the axis is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the rotation of the bone to a particular axis angle in local or world space
- * @param axis The axis to rotate the bone on
- * @param angle The angle that the bone should be rotated to
- * @param space The space that the axis is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the euler rotation of the bone in local of world space
- * @param rotation The euler rotation that the bone should be set to
- * @param space The space that the rotation is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the quaternion rotation of the bone in local of world space
- * @param quat The quaternion rotation that the bone should be set to
- * @param space The space that the rotation is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
- /**
- * Set the rotation matrix of the bone in local of world space
- * @param rotMat The rotation matrix that the bone should be set to
- * @param space The space that the rotation is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- */
- setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
- private _rotateWithMatrix;
- private _getNegativeRotationToRef;
- /**
- * Get the position of the bone in local or world space
- * @param space The space that the returned position is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @returns The position of the bone
- */
- getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the position of the bone to a vector3 in local or world space
- * @param space The space that the returned position is in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @param result The vector3 to copy the position to
- */
- getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
- /**
- * Get the absolute position of the bone (world space)
- * @param mesh The mesh that this bone is attached to
- * @returns The absolute position of the bone
- */
- getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the absolute position of the bone (world space) to the result param
- * @param mesh The mesh that this bone is attached to
- * @param result The vector3 to copy the absolute position to
- */
- getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
- /**
- * Compute the absolute transforms of this bone and its children
- */
- computeAbsoluteTransforms(): void;
- /**
- * Get the world direction from an axis that is in the local space of the bone
- * @param localAxis The local direction that is used to compute the world direction
- * @param mesh The mesh that this bone is attached to
- * @returns The world direction
- */
- getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the world direction to a vector3 from an axis that is in the local space of the bone
- * @param localAxis The local direction that is used to compute the world direction
- * @param mesh The mesh that this bone is attached to
- * @param result The vector3 that the world direction will be copied to
- */
- getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the euler rotation of the bone in local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @returns The euler rotation
- */
- getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @param result The vector3 that the rotation should be copied to
- */
- getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the quaternion rotation of the bone in either local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @returns The quaternion rotation
- */
- getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
- /**
- * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @param result The quaternion that the rotation should be copied to
- */
- getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
- /**
- * Get the rotation matrix of the bone in local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @returns The rotation matrix
- */
- getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
- /**
- * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
- * @param space The space that the rotation should be in
- * @param mesh The mesh that this bone is attached to. This is only used in world space
- * @param result The quaternion that the rotation should be copied to
- */
- getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
- /**
- * Get the world position of a point that is in the local space of the bone
- * @param position The local position
- * @param mesh The mesh that this bone is attached to
- * @returns The world position
- */
- getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Get the world position of a point that is in the local space of the bone and copy it to the result param
- * @param position The local position
- * @param mesh The mesh that this bone is attached to
- * @param result The vector3 that the world position should be copied to
- */
- getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- /**
- * Get the local position of a point that is in world space
- * @param position The world position
- * @param mesh The mesh that this bone is attached to
- * @returns The local position
- */
- getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
- /**
- * Get the local position of a point that is in world space and copy it to the result param
- * @param position The world position
- * @param mesh The mesh that this bone is attached to
- * @param result The vector3 that the local position should be copied to
- */
- getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to apply inverse kinematics to bones
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
- */
- class BoneIKController {
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- /**
- * Gets or sets the target mesh
- */
- targetMesh: AbstractMesh;
- /** Gets or sets the mesh used as pole */
- poleTargetMesh: AbstractMesh;
- /**
- * Gets or sets the bone used as pole
- */
- poleTargetBone: Nullable<Bone>;
- /**
- * Gets or sets the target position
- */
- targetPosition: Vector3;
- /**
- * Gets or sets the pole target position
- */
- poleTargetPosition: Vector3;
- /**
- * Gets or sets the pole target local offset
- */
- poleTargetLocalOffset: Vector3;
- /**
- * Gets or sets the pole angle
- */
- poleAngle: number;
- /**
- * Gets or sets the mesh associated with the controller
- */
- mesh: AbstractMesh;
- /**
- * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
- */
- slerpAmount: number;
- private _bone1Quat;
- private _bone1Mat;
- private _bone2Ang;
- private _bone1;
- private _bone2;
- private _bone1Length;
- private _bone2Length;
- private _maxAngle;
- private _maxReach;
- private _rightHandedSystem;
- private _bendAxis;
- private _slerping;
- private _adjustRoll;
- /**
- * Gets or sets maximum allowed angle
- */
- maxAngle: number;
- /**
- * Creates a new BoneIKController
- * @param mesh defines the mesh to control
- * @param bone defines the bone to control
- * @param options defines options to set up the controller
- */
- constructor(mesh: AbstractMesh, bone: Bone, options?: {
- targetMesh?: AbstractMesh;
- poleTargetMesh?: AbstractMesh;
- poleTargetBone?: Bone;
- poleTargetLocalOffset?: Vector3;
- poleAngle?: number;
- bendAxis?: Vector3;
- maxAngle?: number;
- slerpAmount?: number;
- });
- private _setMaxAngle;
- /**
- * Force the controller to update the bones
- */
- update(): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to make a bone look toward a point in space
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
- */
- class BoneLookController {
- private static _tmpVecs;
- private static _tmpQuat;
- private static _tmpMats;
- /**
- * The target Vector3 that the bone will look at
- */
- target: Vector3;
- /**
- * The mesh that the bone is attached to
- */
- mesh: AbstractMesh;
- /**
- * The bone that will be looking to the target
- */
- bone: Bone;
- /**
- * The up axis of the coordinate system that is used when the bone is rotated
- */
- upAxis: Vector3;
- /**
- * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
- */
- upAxisSpace: Space;
- /**
- * Used to make an adjustment to the yaw of the bone
- */
- adjustYaw: number;
- /**
- * Used to make an adjustment to the pitch of the bone
- */
- adjustPitch: number;
- /**
- * Used to make an adjustment to the roll of the bone
- */
- adjustRoll: number;
- /**
- * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)
- */
- slerpAmount: number;
- private _minYaw;
- private _maxYaw;
- private _minPitch;
- private _maxPitch;
- private _minYawSin;
- private _minYawCos;
- private _maxYawSin;
- private _maxYawCos;
- private _midYawConstraint;
- private _minPitchTan;
- private _maxPitchTan;
- private _boneQuat;
- private _slerping;
- private _transformYawPitch;
- private _transformYawPitchInv;
- private _firstFrameSkipped;
- private _yawRange;
- private _fowardAxis;
- /**
- * Gets or sets the minimum yaw angle that the bone can look to
- */
- minYaw: number;
- /**
- * Gets or sets the maximum yaw angle that the bone can look to
- */
- maxYaw: number;
- /**
- * Gets or sets the minimum pitch angle that the bone can look to
- */
- minPitch: number;
- /**
- * Gets or sets the maximum pitch angle that the bone can look to
- */
- maxPitch: number;
- /**
- * Create a BoneLookController
- * @param mesh the mesh that the bone belongs to
- * @param bone the bone that will be looking to the target
- * @param target the target Vector3 to look at
- * @param settings optional settings:
- * * maxYaw: the maximum angle the bone will yaw to
- * * minYaw: the minimum angle the bone will yaw to
- * * maxPitch: the maximum angle the bone will pitch to
- * * minPitch: the minimum angle the bone will yaw to
- * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
- * * upAxis: the up axis of the coordinate system
- * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
- * * yawAxis: set yawAxis if the bone does not yaw on the y axis
- * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
- * * adjustYaw: used to make an adjustment to the yaw of the bone
- * * adjustPitch: used to make an adjustment to the pitch of the bone
- * * adjustRoll: used to make an adjustment to the roll of the bone
- **/
- constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
- maxYaw?: number;
- minYaw?: number;
- maxPitch?: number;
- minPitch?: number;
- slerpAmount?: number;
- upAxis?: Vector3;
- upAxisSpace?: Space;
- yawAxis?: Vector3;
- pitchAxis?: Vector3;
- adjustYaw?: number;
- adjustPitch?: number;
- adjustRoll?: number;
- });
- /**
- * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
- */
- update(): void;
- private _getAngleDiff;
- private _getAngleBetween;
- private _isAngleBetween;
- }
- }
- declare module BABYLON {
- /**
- * Class used to handle skinning animations
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- class Skeleton implements IAnimatable {
- /** defines the skeleton name */
- name: string;
- /** defines the skeleton Id */
- id: string;
- /**
- * Gets the list of child bones
- */
- bones: Bone[];
- /**
- * Gets an estimate of the dimension of the skeleton at rest
- */
- dimensionsAtRest: Vector3;
- /**
- * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
- */
- needInitialSkinMatrix: boolean;
- /**
- * Gets the list of animations attached to this skeleton
- */
- animations: Array<Animation>;
- private _scene;
- private _isDirty;
- private _transformMatrices;
- private _meshesWithPoseMatrix;
- private _animatables;
- private _identity;
- private _synchronizedWithMesh;
- private _ranges;
- private _lastAbsoluteTransformsUpdateId;
- /**
- * Specifies if the skeleton should be serialized
- */
- doNotSerialize: boolean;
- private _animationPropertiesOverride;
- /**
- * Gets or sets the animation properties override
- */
- animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
- /**
- * An observable triggered before computing the skeleton's matrices
- */
- onBeforeComputeObservable: Observable<Skeleton>;
- /**
- * Creates a new skeleton
- * @param name defines the skeleton name
- * @param id defines the skeleton Id
- * @param scene defines the hosting scene
- */
- constructor(
- /** defines the skeleton name */
- name: string,
- /** defines the skeleton Id */
- id: string, scene: Scene);
- /**
- * Gets the list of transform matrices to send to shaders (one matrix per bone)
- * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
- * @returns a Float32Array containing matrices data
- */
- getTransformMatrices(mesh: AbstractMesh): Float32Array;
- /**
- * Gets the current hosting scene
- * @returns a scene object
- */
- getScene(): Scene;
- /**
- * Gets a string representing the current skeleton data
- * @param fullDetails defines a boolean indicating if we want a verbose version
- * @returns a string representing the current skeleton data
- */
- toString(fullDetails?: boolean): string;
- /**
- * Get bone's index searching by name
- * @param name defines bone's name to search for
- * @return the indice of the bone. Returns -1 if not found
- */
- getBoneIndexByName(name: string): number;
- /**
- * Creater a new animation range
- * @param name defines the name of the range
- * @param from defines the start key
- * @param to defines the end key
- */
- createAnimationRange(name: string, from: number, to: number): void;
- /**
- * Delete a specific animation range
- * @param name defines the name of the range
- * @param deleteFrames defines if frames must be removed as well
- */
- deleteAnimationRange(name: string, deleteFrames?: boolean): void;
- /**
- * Gets a specific animation range
- * @param name defines the name of the range to look for
- * @returns the requested animation range or null if not found
- */
- getAnimationRange(name: string): Nullable<AnimationRange>;
- /**
- * Gets the list of all animation ranges defined on this skeleton
- * @returns an array
- */
- getAnimationRanges(): Nullable<AnimationRange>[];
- /**
- * Copy animation range from a source skeleton.
- * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
- * @param source defines the source skeleton
- * @param name defines the name of the range to copy
- * @param rescaleAsRequired defines if rescaling must be applied if required
- * @returns true if operation was successful
- */
- copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
- /**
- * Forces the skeleton to go to rest pose
- */
- returnToRest(): void;
- private _getHighestAnimationFrame;
- /**
- * Begin a specific animation range
- * @param name defines the name of the range to start
- * @param loop defines if looping must be turned on (false by default)
- * @param speedRatio defines the speed ratio to apply (1 by default)
- * @param onAnimationEnd defines a callback which will be called when animation will end
- * @returns a new animatable
- */
- beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
- /** @hidden */
- _markAsDirty(): void;
- /** @hidden */
- _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
- /** @hidden */
- _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
- /** @hidden */
- _computeTransformMatrices(targetMatrix: Float32Array, initialSkinMatrix: Nullable<Matrix>): void;
- /**
- * Build all resources required to render a skeleton
- */
- prepare(): void;
- /**
- * Gets the list of animatables currently running for this skeleton
- * @returns an array of animatables
- */
- getAnimatables(): IAnimatable[];
- /**
- * Clone the current skeleton
- * @param name defines the name of the new skeleton
- * @param id defines the id of the enw skeleton
- * @returns the new skeleton
- */
- clone(name: string, id: string): Skeleton;
- /**
- * Enable animation blending for this skeleton
- * @param blendingSpeed defines the blending speed to apply
- * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
- */
- enableBlending(blendingSpeed?: number): void;
- /**
- * Releases all resources associated with the current skeleton
- */
- dispose(): void;
- /**
- * Serialize the skeleton in a JSON object
- * @returns a JSON object
- */
- serialize(): any;
- /**
- * Creates a new skeleton from serialized data
- * @param parsedSkeleton defines the serialized data
- * @param scene defines the hosting scene
- * @returns a new skeleton
- */
- static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
- /**
- * Compute all node absolute transforms
- * @param forceUpdate defines if computation must be done even if cache is up to date
- */
- computeAbsoluteTransforms(forceUpdate?: boolean): void;
- /**
- * Gets the root pose matrix
- * @returns a matrix
- */
- getPoseMatrix(): Nullable<Matrix>;
- /**
- * Sorts bones per internal index
- */
- sortBones(): void;
- private _sortBones;
- }
- }
- declare module BABYLON {
- /** @hidden */
- class Collider {
- /** Define if a collision was found */
- collisionFound: boolean;
- /**
- * Define last intersection point in local space
- */
- intersectionPoint: Vector3;
- /**
- * Define last collided mesh
- */
- collidedMesh: Nullable<AbstractMesh>;
- private _collisionPoint;
- private _planeIntersectionPoint;
- private _tempVector;
- private _tempVector2;
- private _tempVector3;
- private _tempVector4;
- private _edge;
- private _baseToVertex;
- private _destinationPoint;
- private _slidePlaneNormal;
- private _displacementVector;
- /** @hidden */
- _radius: Vector3;
- /** @hidden */
- _retry: number;
- private _velocity;
- private _basePoint;
- private _epsilon;
- /** @hidden */
- _velocityWorldLength: number;
- /** @hidden */
- _basePointWorld: Vector3;
- private _velocityWorld;
- private _normalizedVelocity;
- /** @hidden */
- _initialVelocity: Vector3;
- /** @hidden */
- _initialPosition: Vector3;
- private _nearestDistance;
- private _collisionMask;
- collisionMask: number;
- /**
- * Gets the plane normal used to compute the sliding response (in local space)
- */
- readonly slidePlaneNormal: Vector3;
- /** @hidden */
- _initialize(source: Vector3, dir: Vector3, e: number): void;
- /** @hidden */
- _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
- /** @hidden */
- _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
- /** @hidden */
- _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean): void;
- /** @hidden */
- _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean): void;
- /** @hidden */
- _getResponse(pos: Vector3, vel: Vector3): void;
- }
- }
- declare module BABYLON {
- /** @hidden */
- var CollisionWorker: string;
- /** @hidden */
- interface ICollisionCoordinator {
- getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
- init(scene: Scene): void;
- destroy(): void;
- onMeshAdded(mesh: AbstractMesh): void;
- onMeshUpdated(mesh: AbstractMesh): void;
- onMeshRemoved(mesh: AbstractMesh): void;
- onGeometryAdded(geometry: Geometry): void;
- onGeometryUpdated(geometry: Geometry): void;
- onGeometryDeleted(geometry: Geometry): void;
- }
- /** @hidden */
- interface SerializedMesh {
- id: string;
- name: string;
- uniqueId: number;
- geometryId: Nullable<string>;
- sphereCenter: Array<number>;
- sphereRadius: number;
- boxMinimum: Array<number>;
- boxMaximum: Array<number>;
- worldMatrixFromCache: any;
- subMeshes: Array<SerializedSubMesh>;
- checkCollisions: boolean;
- }
- /** @hidden */
- interface SerializedSubMesh {
- position: number;
- verticesStart: number;
- verticesCount: number;
- indexStart: number;
- indexCount: number;
- hasMaterial: boolean;
- sphereCenter: Array<number>;
- sphereRadius: number;
- boxMinimum: Array<number>;
- boxMaximum: Array<number>;
- }
- /**
- * Interface describing the value associated with a geometry.
- * @hidden
- */
- interface SerializedGeometry {
- /**
- * Defines the unique ID of the geometry
- */
- id: string;
- /**
- * Defines the array containing the positions
- */
- positions: Float32Array;
- /**
- * Defines the array containing the indices
- */
- indices: Uint32Array;
- /**
- * Defines the array containing the normals
- */
- normals: Float32Array;
- }
- /** @hidden */
- interface BabylonMessage {
- taskType: WorkerTaskType;
- payload: InitPayload | CollidePayload | UpdatePayload;
- }
- /** @hidden */
- interface SerializedColliderToWorker {
- position: Array<number>;
- velocity: Array<number>;
- radius: Array<number>;
- }
- /** Defines supported task for worker process */
- enum WorkerTaskType {
- /** Initialization */
- INIT = 0,
- /** Update of geometry */
- UPDATE = 1,
- /** Evaluate collision */
- COLLIDE = 2
- }
- /** @hidden */
- interface WorkerReply {
- error: WorkerReplyType;
- taskType: WorkerTaskType;
- payload?: any;
- }
- /** @hidden */
- interface CollisionReplyPayload {
- newPosition: Array<number>;
- collisionId: number;
- collidedMeshUniqueId: number;
- }
- /** @hidden */
- interface InitPayload {
- }
- /** @hidden */
- interface CollidePayload {
- collisionId: number;
- collider: SerializedColliderToWorker;
- maximumRetry: number;
- excludedMeshUniqueId: Nullable<number>;
- }
- /** @hidden */
- interface UpdatePayload {
- updatedMeshes: {
- [n: number]: SerializedMesh;
- };
- updatedGeometries: {
- [s: string]: SerializedGeometry;
- };
- removedMeshes: Array<number>;
- removedGeometries: Array<string>;
- }
- /** Defines kind of replies returned by worker */
- enum WorkerReplyType {
- /** Success */
- SUCCESS = 0,
- /** Unkown error */
- UNKNOWN_ERROR = 1
- }
- /** @hidden */
- class CollisionCoordinatorWorker implements ICollisionCoordinator {
- private _scene;
- private _scaledPosition;
- private _scaledVelocity;
- private _collisionsCallbackArray;
- private _init;
- private _runningUpdated;
- private _worker;
- private _addUpdateMeshesList;
- private _addUpdateGeometriesList;
- private _toRemoveMeshesArray;
- private _toRemoveGeometryArray;
- constructor();
- static SerializeMesh: (mesh: AbstractMesh) => SerializedMesh;
- static SerializeGeometry: (geometry: Geometry) => SerializedGeometry;
- getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
- init(scene: Scene): void;
- destroy(): void;
- onMeshAdded(mesh: AbstractMesh): void;
- onMeshUpdated: (transformNode: TransformNode) => void;
- onMeshRemoved(mesh: AbstractMesh): void;
- onGeometryAdded(geometry: Geometry): void;
- onGeometryUpdated: (geometry: Geometry) => void;
- onGeometryDeleted(geometry: Geometry): void;
- private _afterRender;
- private _onMessageFromWorker;
- }
- /** @hidden */
- class CollisionCoordinatorLegacy implements ICollisionCoordinator {
- private _scene;
- private _scaledPosition;
- private _scaledVelocity;
- private _finalPosition;
- getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
- init(scene: Scene): void;
- destroy(): void;
- onMeshAdded(mesh: AbstractMesh): void;
- onMeshUpdated(mesh: AbstractMesh): void;
- onMeshRemoved(mesh: AbstractMesh): void;
- onGeometryAdded(geometry: Geometry): void;
- onGeometryUpdated(geometry: Geometry): void;
- onGeometryDeleted(geometry: Geometry): void;
- private _collideWithWorld;
- }
- }
- declare function importScripts(...urls: string[]): void;
- declare const safePostMessage: any;
- declare module BABYLON {
- /** @hidden */
- var WorkerIncluded: boolean;
- /** @hidden */
- class CollisionCache {
- private _meshes;
- private _geometries;
- getMeshes(): {
- [n: number]: SerializedMesh;
- };
- getGeometries(): {
- [s: number]: SerializedGeometry;
- };
- getMesh(id: any): SerializedMesh;
- addMesh(mesh: SerializedMesh): void;
- removeMesh(uniqueId: number): void;
- getGeometry(id: string): SerializedGeometry;
- addGeometry(geometry: SerializedGeometry): void;
- removeGeometry(id: string): void;
- }
- /** @hidden */
- class CollideWorker {
- collider: Collider;
- private _collisionCache;
- private finalPosition;
- private collisionsScalingMatrix;
- private collisionTranformationMatrix;
- constructor(collider: Collider, _collisionCache: CollisionCache, finalPosition: Vector3);
- collideWithWorld(position: Vector3, velocity: Vector3, maximumRetry: number, excludedMeshUniqueId: Nullable<number>): void;
- private checkCollision;
- private processCollisionsForSubMeshes;
- private collideForSubMesh;
- private checkSubmeshCollision;
- }
- /** @hidden */
- interface ICollisionDetector {
- onInit(payload: InitPayload): void;
- onUpdate(payload: UpdatePayload): void;
- onCollision(payload: CollidePayload): void;
- }
- /** @hidden */
- class CollisionDetectorTransferable implements ICollisionDetector {
- private _collisionCache;
- onInit(payload: InitPayload): void;
- onUpdate(payload: UpdatePayload): void;
- onCollision(payload: CollidePayload): void;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- */
- class IntersectionInfo {
- bu: Nullable<number>;
- bv: Nullable<number>;
- distance: number;
- faceId: number;
- subMeshId: number;
- constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
- }
- /**
- * Information about the result of picking within a scene
- * @see https://doc.babylonjs.com/babylon101/picking_collisions
- */
- class PickingInfo {
- /**
- * If the pick collided with an object
- */
- hit: boolean;
- /**
- * Distance away where the pick collided
- */
- distance: number;
- /**
- * The location of pick collision
- */
- pickedPoint: Nullable<Vector3>;
- /**
- * The mesh corresponding the the pick collision
- */
- pickedMesh: Nullable<AbstractMesh>;
- /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
- bu: number;
- /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
- bv: number;
- /** The id of the face on the mesh that was picked */
- faceId: number;
- /** Id of the the submesh that was picked */
- subMeshId: number;
- /** If a sprite was picked, this will be the sprite the pick collided with */
- pickedSprite: Nullable<Sprite>;
- /**
- * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
- */
- originMesh: Nullable<AbstractMesh>;
- /**
- * The ray that was used to perform the picking.
- */
- ray: Nullable<Ray>;
- /**
- * Gets the normal correspodning to the face the pick collided with
- * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
- * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
- * @returns The normal correspodning to the face the pick collided with
- */
- getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
- /**
- * Gets the texture coordinates of where the pick occured
- * @returns the vector containing the coordnates of the texture
- */
- getTextureCoordinates(): Nullable<Vector2>;
- }
- }
- declare module BABYLON {
- /**
- * This represents an orbital type of camera.
- *
- * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
- * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
- * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
- */
- class ArcRotateCamera extends TargetCamera {
- /**
- * Defines the rotation angle of the camera along the longitudinal axis.
- */
- alpha: number;
- /**
- * Defines the rotation angle of the camera along the latitudinal axis.
- */
- beta: number;
- /**
- * Defines the radius of the camera from it s target point.
- */
- radius: number;
- protected _target: Vector3;
- protected _targetHost: Nullable<AbstractMesh>;
- /**
- * Defines the target point of the camera.
- * The camera looks towards it form the radius distance.
- */
- target: Vector3;
- /**
- * Current inertia value on the longitudinal axis.
- * The bigger this number the longer it will take for the camera to stop.
- */
- inertialAlphaOffset: number;
- /**
- * Current inertia value on the latitudinal axis.
- * The bigger this number the longer it will take for the camera to stop.
- */
- inertialBetaOffset: number;
- /**
- * Current inertia value on the radius axis.
- * The bigger this number the longer it will take for the camera to stop.
- */
- inertialRadiusOffset: number;
- /**
- * Minimum allowed angle on the longitudinal axis.
- * This can help limiting how the Camera is able to move in the scene.
- */
- lowerAlphaLimit: Nullable<number>;
- /**
- * Maximum allowed angle on the longitudinal axis.
- * This can help limiting how the Camera is able to move in the scene.
- */
- upperAlphaLimit: Nullable<number>;
- /**
- * Minimum allowed angle on the latitudinal axis.
- * This can help limiting how the Camera is able to move in the scene.
- */
- lowerBetaLimit: number;
- /**
- * Maximum allowed angle on the latitudinal axis.
- * This can help limiting how the Camera is able to move in the scene.
- */
- upperBetaLimit: number;
- /**
- * Minimum allowed distance of the camera to the target (The camera can not get closer).
- * This can help limiting how the Camera is able to move in the scene.
- */
- lowerRadiusLimit: Nullable<number>;
- /**
- * Maximum allowed distance of the camera to the target (The camera can not get further).
- * This can help limiting how the Camera is able to move in the scene.
- */
- upperRadiusLimit: Nullable<number>;
- /**
- * Defines the current inertia value used during panning of the camera along the X axis.
- */
- inertialPanningX: number;
- /**
- * Defines the current inertia value used during panning of the camera along the Y axis.
- */
- inertialPanningY: number;
- /**
- * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
- * Basically if your fingers moves away from more than this distance you will be considered
- * in pinch mode.
- */
- pinchToPanMaxDistance: number;
- /**
- * Defines the maximum distance the camera can pan.
- * This could help keeping the cammera always in your scene.
- */
- panningDistanceLimit: Nullable<number>;
- /**
- * Defines the target of the camera before paning.
- */
- panningOriginTarget: Vector3;
- /**
- * Defines the value of the inertia used during panning.
- * 0 would mean stop inertia and one would mean no decelleration at all.
- */
- panningInertia: number;
- /**
- * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
- */
- angularSensibilityX: number;
- /**
- * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
- */
- angularSensibilityY: number;
- /**
- * Gets or Set the pointer pinch precision or how fast is the camera zooming.
- */
- pinchPrecision: number;
- /**
- * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
- * It will be used instead of pinchDeltaPrecision if different from 0.
- * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
- */
- pinchDeltaPercentage: number;
- /**
- * Gets or Set the pointer panning sensibility or how fast is the camera moving.
- */
- panningSensibility: number;
- /**
- * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
- */
- keysUp: number[];
- /**
- * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
- */
- keysDown: number[];
- /**
- * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
- */
- keysLeft: number[];
- /**
- * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
- */
- keysRight: number[];
- /**
- * Gets or Set the mouse wheel precision or how fast is the camera zooming.
- */
- wheelPrecision: number;
- /**
- * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
- * It will be used instead of pinchDeltaPrecision if different from 0.
- * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
- */
- wheelDeltaPercentage: number;
- /**
- * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
- */
- zoomOnFactor: number;
- /**
- * Defines a screen offset for the camera position.
- */
- targetScreenOffset: Vector2;
- /**
- * Allows the camera to be completely reversed.
- * If false the camera can not arrive upside down.
- */
- allowUpsideDown: boolean;
- /**
- * Define if double tap/click is used to restore the previously saved state of the camera.
- */
- useInputToRestoreState: boolean;
- /** @hidden */
- _viewMatrix: Matrix;
- /** @hidden */
- _useCtrlForPanning: boolean;
- /** @hidden */
- _panningMouseButton: number;
- /**
- * Defines the inpute associated to the camera.
- */
- inputs: ArcRotateCameraInputsManager;
- /** @hidden */
- _reset: () => void;
- /**
- * Defines the allowed panning axis.
- */
- panningAxis: Vector3;
- protected _localDirection: Vector3;
- protected _transformedDirection: Vector3;
- private _bouncingBehavior;
- /**
- * Gets the bouncing behavior of the camera if it has been enabled.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
- */
- readonly bouncingBehavior: Nullable<BouncingBehavior>;
- /**
- * Defines if the bouncing behavior of the camera is enabled on the camera.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
- */
- useBouncingBehavior: boolean;
- private _framingBehavior;
- /**
- * Gets the framing behavior of the camera if it has been enabled.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
- */
- readonly framingBehavior: Nullable<FramingBehavior>;
- /**
- * Defines if the framing behavior of the camera is enabled on the camera.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
- */
- useFramingBehavior: boolean;
- private _autoRotationBehavior;
- /**
- * Gets the auto rotation behavior of the camera if it has been enabled.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
- */
- readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
- /**
- * Defines if the auto rotation behavior of the camera is enabled on the camera.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
- */
- useAutoRotationBehavior: boolean;
- /**
- * Observable triggered when the mesh target has been changed on the camera.
- */
- onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
- /**
- * Event raised when the camera is colliding with a mesh.
- */
- onCollide: (collidedMesh: AbstractMesh) => void;
- /**
- * Defines whether the camera should check collision with the objects oh the scene.
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
- */
- checkCollisions: boolean;
- /**
- * Defines the collision radius of the camera.
- * This simulates a sphere around the camera.
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
- */
- collisionRadius: Vector3;
- protected _collider: Collider;
- protected _previousPosition: Vector3;
- protected _collisionVelocity: Vector3;
- protected _newPosition: Vector3;
- protected _previousAlpha: number;
- protected _previousBeta: number;
- protected _previousRadius: number;
- protected _collisionTriggered: boolean;
- protected _targetBoundingCenter: Nullable<Vector3>;
- private _computationVector;
- /**
- * Instantiates a new ArcRotateCamera in a given scene
- * @param name Defines the name of the camera
- * @param alpha Defines the camera rotation along the logitudinal axis
- * @param beta Defines the camera rotation along the latitudinal axis
- * @param radius Defines the camera distance from its target
- * @param target Defines the camera target
- * @param scene Defines the scene the camera belongs to
- * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
- */
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
- /** @hidden */
- _initCache(): void;
- /** @hidden */
- _updateCache(ignoreParentClass?: boolean): void;
- protected _getTargetPosition(): Vector3;
- private _storedAlpha;
- private _storedBeta;
- private _storedRadius;
- private _storedTarget;
- /**
- * Stores the current state of the camera (alpha, beta, radius and target)
- * @returns the camera itself
- */
- storeState(): Camera;
- /**
- * @hidden
- * Restored camera state. You must call storeState() first
- */
- _restoreStateValues(): boolean;
- /** @hidden */
- _isSynchronizedViewMatrix(): boolean;
- /**
- * Attached controls to the current camera.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
- * @param panningMouseButton Defines whether panning is allowed through mouse click button
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
- /**
- * Detach the current controls from the camera.
- * The camera will stop reacting to inputs.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: HTMLElement): void;
- /** @hidden */
- _checkInputs(): void;
- protected _checkLimits(): void;
- /**
- * Rebuilds angles (alpha, beta) and radius from the give position and target.
- */
- rebuildAnglesAndRadius(): void;
- /**
- * Use a position to define the current camera related information like aplha, beta and radius
- * @param position Defines the position to set the camera at
- */
- setPosition(position: Vector3): void;
- /**
- * Defines the target the camera should look at.
- * This will automatically adapt alpha beta and radius to fit within the new target.
- * @param target Defines the new target as a Vector or a mesh
- * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
- * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
- */
- setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
- /** @hidden */
- _getViewMatrix(): Matrix;
- protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
- /**
- * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
- * @param meshes Defines the mesh to zoom on
- * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
- */
- zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
- /**
- * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
- * The target will be changed but the radius
- * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
- * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
- */
- focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
- min: Vector3;
- max: Vector3;
- distance: number;
- }, doNotUpdateMaxZ?: boolean): void;
- /**
- * @override
- * Override Camera.createRigCamera
- */
- createRigCamera(name: string, cameraIndex: number): Camera;
- /**
- * @hidden
- * @override
- * Override Camera._updateRigCameras
- */
- _updateRigCameras(): void;
- /**
- * Destroy the camera and release the current resources hold by it.
- */
- dispose(): void;
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Default Inputs manager for the ArcRotateCamera.
- * It groups all the default supported inputs for ease of use.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
- /**
- * Instantiates a new ArcRotateCameraInputsManager.
- * @param camera Defines the camera the inputs belong to
- */
- constructor(camera: ArcRotateCamera);
- /**
- * Add mouse wheel input support to the input manager.
- * @returns the current input manager
- */
- addMouseWheel(): ArcRotateCameraInputsManager;
- /**
- * Add pointers input support to the input manager.
- * @returns the current input manager
- */
- addPointers(): ArcRotateCameraInputsManager;
- /**
- * Add keyboard input support to the input manager.
- * @returns the current input manager
- */
- addKeyboard(): ArcRotateCameraInputsManager;
- /**
- * Add orientation input support to the input manager.
- * @returns the current input manager
- */
- addVRDeviceOrientation(): ArcRotateCameraInputsManager;
- }
- }
- declare module BABYLON {
- /**
- * This is the base class of all the camera used in the application.
- * @see http://doc.babylonjs.com/features/cameras
- */
- class Camera extends Node {
- /**
- * This is the default projection mode used by the cameras.
- * It helps recreating a feeling of perspective and better appreciate depth.
- * This is the best way to simulate real life cameras.
- */
- static readonly PERSPECTIVE_CAMERA: number;
- /**
- * This helps creating camera with an orthographic mode.
- * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
- */
- static readonly ORTHOGRAPHIC_CAMERA: number;
- /**
- * This is the default FOV mode for perspective cameras.
- * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
- */
- static readonly FOVMODE_VERTICAL_FIXED: number;
- /**
- * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
- */
- static readonly FOVMODE_HORIZONTAL_FIXED: number;
- /**
- * This specifies ther is no need for a camera rig.
- * Basically only one eye is rendered corresponding to the camera.
- */
- static readonly RIG_MODE_NONE: number;
- /**
- * Simulates a camera Rig with one blue eye and one red eye.
- * This can be use with 3d blue and red glasses.
- */
- static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
- /**
- * Defines that both eyes of the camera will be rendered side by side with a parallel target.
- */
- static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
- /**
- * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
- */
- static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
- /**
- * Defines that both eyes of the camera will be rendered over under each other.
- */
- static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
- /**
- * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
- */
- static readonly RIG_MODE_VR: number;
- /**
- * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
- */
- static readonly RIG_MODE_WEBVR: number;
- /**
- * Defines if by default attaching controls should prevent the default javascript event to continue.
- */
- static ForceAttachControlToAlwaysPreventDefault: boolean;
- /**
- * @hidden
- * Might be removed once multiview will be a thing
- */
- static UseAlternateWebVRRendering: boolean;
- /**
- * Define the input manager associated with the camera.
- */
- inputs: CameraInputsManager<Camera>;
- /**
- * Define the current local position of the camera in the scene
- */
- position: Vector3;
- /**
- * The vector the camera should consider as up.
- * (default is Vector3(0, 1, 0) aka Vector3.Up())
- */
- upVector: Vector3;
- /**
- * Define the current limit on the left side for an orthographic camera
- * In scene unit
- */
- orthoLeft: Nullable<number>;
- /**
- * Define the current limit on the right side for an orthographic camera
- * In scene unit
- */
- orthoRight: Nullable<number>;
- /**
- * Define the current limit on the bottom side for an orthographic camera
- * In scene unit
- */
- orthoBottom: Nullable<number>;
- /**
- * Define the current limit on the top side for an orthographic camera
- * In scene unit
- */
- orthoTop: Nullable<number>;
- /**
- * Field Of View is set in Radians. (default is 0.8)
- */
- fov: number;
- /**
- * Define the minimum distance the camera can see from.
- * This is important to note that the depth buffer are not infinite and the closer it starts
- * the more your scene might encounter depth fighting issue.
- */
- minZ: number;
- /**
- * Define the maximum distance the camera can see to.
- * This is important to note that the depth buffer are not infinite and the further it end
- * the more your scene might encounter depth fighting issue.
- */
- maxZ: number;
- /**
- * Define the default inertia of the camera.
- * This helps giving a smooth feeling to the camera movement.
- */
- inertia: number;
- /**
- * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
- */
- mode: number;
- /**
- * Define wether the camera is intermediate.
- * This is usefull to not present the output directly to the screen in case of rig without post process for instance
- */
- isIntermediate: boolean;
- /**
- * Define the viewport of the camera.
- * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
- */
- viewport: Viewport;
- /**
- * Restricts the camera to viewing objects with the same layerMask.
- * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
- */
- layerMask: number;
- /**
- * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
- */
- fovMode: number;
- /**
- * Rig mode of the camera.
- * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
- * This is normally controlled byt the camera themselves as internal use.
- */
- cameraRigMode: number;
- /**
- * Defines the distance between both "eyes" in case of a RIG
- */
- interaxialDistance: number;
- /**
- * Defines if stereoscopic rendering is done side by side or over under.
- */
- isStereoscopicSideBySide: boolean;
- /**
- * Defines the list of custom render target the camera should render to.
- * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
- * else in the scene.
- */
- customRenderTargets: RenderTargetTexture[];
- /**
- * Observable triggered when the camera view matrix has changed.
- */
- onViewMatrixChangedObservable: Observable<Camera>;
- /**
- * Observable triggered when the camera Projection matrix has changed.
- */
- onProjectionMatrixChangedObservable: Observable<Camera>;
- /**
- * Observable triggered when the inputs have been processed.
- */
- onAfterCheckInputsObservable: Observable<Camera>;
- /**
- * Observable triggered when reset has been called and applied to the camera.
- */
- onRestoreStateObservable: Observable<Camera>;
- /** @hidden */
- _cameraRigParams: any;
- /** @hidden */
- _rigCameras: Camera[];
- /** @hidden */
- _rigPostProcess: Nullable<PostProcess>;
- protected _webvrViewMatrix: Matrix;
- /** @hidden */
- _skipRendering: boolean;
- /** @hidden */
- _alternateCamera: Camera;
- /** @hidden */
- _projectionMatrix: Matrix;
- /** @hidden */
- _postProcesses: Nullable<PostProcess>[];
- /** @hidden */
- _activeMeshes: SmartArray<AbstractMesh>;
- protected _globalPosition: Vector3;
- private _computedViewMatrix;
- private _doNotComputeProjectionMatrix;
- private _transformMatrix;
- private _frustumPlanes;
- private _refreshFrustumPlanes;
- private _storedFov;
- private _stateStored;
- /**
- * Instantiates a new camera object.
- * This should not be used directly but through the inherited cameras: ArcRotate, Free...
- * @see http://doc.babylonjs.com/features/cameras
- * @param name Defines the name of the camera in the scene
- * @param position Defines the position of the camera
- * @param scene Defines the scene the camera belongs too
- * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
- */
- constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
- /**
- * Store current camera state (fov, position, etc..)
- * @returns the camera
- */
- storeState(): Camera;
- /**
- * Restores the camera state values if it has been stored. You must call storeState() first
- */
- protected _restoreStateValues(): boolean;
- /**
- * Restored camera state. You must call storeState() first.
- * @returns true if restored and false otherwise
- */
- restoreState(): boolean;
- /**
- * Gets the class name of the camera.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Gets a string representation of the camera usefull for debug purpose.
- * @param fullDetails Defines that a more verboe level of logging is required
- * @returns the string representation
- */
- toString(fullDetails?: boolean): string;
- /**
- * Gets the current world space position of the camera.
- */
- readonly globalPosition: Vector3;
- /**
- * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
- * @returns the active meshe list
- */
- getActiveMeshes(): SmartArray<AbstractMesh>;
- /**
- * Check wether a mesh is part of the current active mesh list of the camera
- * @param mesh Defines the mesh to check
- * @returns true if active, false otherwise
- */
- isActiveMesh(mesh: Mesh): boolean;
- /**
- * Is this camera ready to be used/rendered
- * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
- * @return true if the camera is ready
- */
- isReady(completeCheck?: boolean): boolean;
- /** @hidden */
- _initCache(): void;
- /** @hidden */
- _updateCache(ignoreParentClass?: boolean): void;
- /** @hidden */
- _isSynchronized(): boolean;
- /** @hidden */
- _isSynchronizedViewMatrix(): boolean;
- /** @hidden */
- _isSynchronizedProjectionMatrix(): boolean;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: HTMLElement): void;
- /**
- * Update the camera state according to the different inputs gathered during the frame.
- */
- update(): void;
- /** @hidden */
- _checkInputs(): void;
- /** @hidden */
- readonly rigCameras: Camera[];
- /**
- * Gets the post process used by the rig cameras
- */
- readonly rigPostProcess: Nullable<PostProcess>;
- /**
- * Internal, gets the first post proces.
- * @returns the first post process to be run on this camera.
- */
- _getFirstPostProcess(): Nullable<PostProcess>;
- private _cascadePostProcessesToRigCams;
- /**
- * Attach a post process to the camera.
- * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
- * @param postProcess The post process to attach to the camera
- * @param insertAt The position of the post process in case several of them are in use in the scene
- * @returns the position the post process has been inserted at
- */
- attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
- /**
- * Detach a post process to the camera.
- * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
- * @param postProcess The post process to detach from the camera
- */
- detachPostProcess(postProcess: PostProcess): void;
- /**
- * Gets the current world matrix of the camera
- */
- getWorldMatrix(): Matrix;
- /** @hidden */
- protected _getViewMatrix(): Matrix;
- /**
- * Gets the current view matrix of the camera.
- * @param force forces the camera to recompute the matrix without looking at the cached state
- * @returns the view matrix
- */
- getViewMatrix(force?: boolean): Matrix;
- /**
- * Freeze the projection matrix.
- * It will prevent the cache check of the camera projection compute and can speed up perf
- * if no parameter of the camera are meant to change
- * @param projection Defines manually a projection if necessary
- */
- freezeProjectionMatrix(projection?: Matrix): void;
- /**
- * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
- */
- unfreezeProjectionMatrix(): void;
- /**
- * Gets the current projection matrix of the camera.
- * @param force forces the camera to recompute the matrix without looking at the cached state
- * @returns the projection matrix
- */
- getProjectionMatrix(force?: boolean): Matrix;
- /**
- * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
- * @returns a Matrix
- */
- getTransformationMatrix(): Matrix;
- private _updateFrustumPlanes;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
- * @param target The object to check
- * @returns true if the object is in frustum otherwise false
- */
- isInFrustum(target: ICullable): boolean;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * Unlike isInFrustum this cheks the full bounding box
- * @param target The object to check
- * @returns true if the object is in frustum otherwise false
- */
- isCompletelyInFrustum(target: ICullable): boolean;
- /**
- * Gets a ray in the forward direction from the camera.
- * @param length Defines the length of the ray to create
- * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
- * @param origin Defines the start point of the ray which defaults to the camera position
- * @returns the forward ray
- */
- getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
- /**
- * Releases resources associated with this node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- /**
- * Gets the left camera of a rig setup in case of Rigged Camera
- */
- readonly leftCamera: Nullable<FreeCamera>;
- /**
- * Gets the right camera of a rig setup in case of Rigged Camera
- */
- readonly rightCamera: Nullable<FreeCamera>;
- /**
- * Gets the left camera target of a rig setup in case of Rigged Camera
- * @returns the target position
- */
- getLeftTarget(): Nullable<Vector3>;
- /**
- * Gets the right camera target of a rig setup in case of Rigged Camera
- * @returns the target position
- */
- getRightTarget(): Nullable<Vector3>;
- /**
- * @hidden
- */
- setCameraRigMode(mode: number, rigParams: any): void;
- private _getVRProjectionMatrix;
- protected _updateCameraRotationMatrix(): void;
- protected _updateWebVRCameraRotationMatrix(): void;
- /**
- * This function MUST be overwritten by the different WebVR cameras available.
- * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
- */
- protected _getWebVRProjectionMatrix(): Matrix;
- /**
- * This function MUST be overwritten by the different WebVR cameras available.
- * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
- */
- protected _getWebVRViewMatrix(): Matrix;
- /** @hidden */
- setCameraRigParameter(name: string, value: any): void;
- /**
- * needs to be overridden by children so sub has required properties to be copied
- * @hidden
- */
- createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
- /**
- * May need to be overridden by children
- * @hidden
- */
- _updateRigCameras(): void;
- /** @hidden */
- _setupInputs(): void;
- /**
- * Serialiaze the camera setup to a json represention
- * @returns the JSON representation
- */
- serialize(): any;
- /**
- * Clones the current camera.
- * @param name The cloned camera name
- * @returns the cloned camera
- */
- clone(name: string): Camera;
- /**
- * Gets the direction of the camera relative to a given local axis.
- * @param localAxis Defines the reference axis to provide a relative direction.
- * @return the direction
- */
- getDirection(localAxis: Vector3): Vector3;
- /**
- * Gets the direction of the camera relative to a given local axis into a passed vector.
- * @param localAxis Defines the reference axis to provide a relative direction.
- * @param result Defines the vector to store the result in
- */
- getDirectionToRef(localAxis: Vector3, result: Vector3): void;
- /**
- * Gets a camera constructor for a given camera type
- * @param type The type of the camera to construct (should be equal to one of the camera class name)
- * @param name The name of the camera the result will be able to instantiate
- * @param scene The scene the result will construct the camera in
- * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
- * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
- * @returns a factory method to construc the camera
- */
- static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
- /**
- * Compute the world matrix of the camera.
- * @returns the camera workd matrix
- */
- computeWorldMatrix(): Matrix;
- /**
- * Parse a JSON and creates the camera from the parsed information
- * @param parsedCamera The JSON to parse
- * @param scene The scene to instantiate the camera in
- * @returns the newly constructed camera
- */
- static Parse(parsedCamera: any, scene: Scene): Camera;
- }
- }
- declare module BABYLON {
- /**
- * @ignore
- * This is a list of all the different input types that are available in the application.
- * Fo instance: ArcRotateCameraGamepadInput...
- */
- var CameraInputTypes: {};
- /**
- * This is the contract to implement in order to create a new input class.
- * Inputs are dealing with listening to user actions and moving the camera accordingly.
- */
- interface ICameraInput<TCamera extends Camera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: Nullable<TCamera>;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs?: () => void;
- }
- /**
- * Represents a map of input types to input instance or input index to input instance.
- */
- interface CameraInputsMap<TCamera extends Camera> {
- /**
- * Accessor to the input by input type.
- */
- [name: string]: ICameraInput<TCamera>;
- /**
- * Accessor to the input by input index.
- */
- [idx: number]: ICameraInput<TCamera>;
- }
- /**
- * This represents the input manager used within a camera.
- * It helps dealing with all the different kind of input attached to a camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class CameraInputsManager<TCamera extends Camera> {
- /**
- * Defines the list of inputs attahed to the camera.
- */
- attached: CameraInputsMap<TCamera>;
- /**
- * Defines the dom element the camera is collecting inputs from.
- * This is null if the controls have not been attached.
- */
- attachedElement: Nullable<HTMLElement>;
- /**
- * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- noPreventDefault: boolean;
- /**
- * Defined the camera the input manager belongs to.
- */
- camera: TCamera;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs: () => void;
- /**
- * Instantiate a new Camera Input Manager.
- * @param camera Defines the camera the input manager blongs to
- */
- constructor(camera: TCamera);
- /**
- * Add an input method to a camera
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- * @param input camera input method
- */
- add(input: ICameraInput<TCamera>): void;
- /**
- * Remove a specific input method from a camera
- * example: camera.inputs.remove(camera.inputs.attached.mouse);
- * @param inputToRemove camera input method
- */
- remove(inputToRemove: ICameraInput<TCamera>): void;
- /**
- * Remove a specific input type from a camera
- * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
- * @param inputType the type of the input to remove
- */
- removeByType(inputType: string): void;
- private _addCheckInputs;
- /**
- * Attach the input controls to the currently attached dom element to listen the events from.
- * @param input Defines the input to attach
- */
- attachInput(input: ICameraInput<TCamera>): void;
- /**
- * Attach the current manager inputs controls to a specific dom element to listen the events from.
- * @param element Defines the dom element to collect the events from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current manager inputs controls from a specific dom element.
- * @param element Defines the dom element to collect the events from
- * @param disconnect Defines whether the input should be removed from the current list of attached inputs
- */
- detachElement(element: HTMLElement, disconnect?: boolean): void;
- /**
- * Rebuild the dynamic inputCheck function from the current list of
- * defined inputs in the manager.
- */
- rebuildInputCheck(): void;
- /**
- * Remove all attached input methods from a camera
- */
- clear(): void;
- /**
- * Serialize the current input manager attached to a camera.
- * This ensures than once parsed,
- * the input associated to the camera will be identical to the current ones
- * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
- */
- serialize(serializedCamera: any): void;
- /**
- * Parses an input manager serialized JSON to restore the previous list of inputs
- * and states associated to a camera.
- * @param parsedCamera Defines the JSON to parse
- */
- parse(parsedCamera: any): void;
- }
- }
- declare module BABYLON {
- /**
- * This is a camera specifically designed to react to device orientation events such as a modern mobile device
- * being tilted forward or back and left or right.
- */
- class DeviceOrientationCamera extends FreeCamera {
- private _initialQuaternion;
- private _quaternionCache;
- /**
- * Creates a new device orientation camera
- * @param name The name of the camera
- * @param position The start position camera
- * @param scene The scene the camera belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Gets the current instance class name ("DeviceOrientationCamera").
- * This helps avoiding instanceof at run time.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * @hidden
- * Checks and applies the current values of the inputs to the camera. (Internal use only)
- */
- _checkInputs(): void;
- /**
- * Reset the camera to its default orientation on the specified axis only.
- * @param axis The axis to reset
- */
- resetToCurrentRotation(axis?: Axis): void;
- }
- }
- declare module BABYLON {
- /**
- * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
- * an arc rotate version arcFollowCamera are available.
- * @see http://doc.babylonjs.com/features/cameras#follow-camera
- */
- class FollowCamera extends TargetCamera {
- /**
- * Distance the follow camera should follow an object at
- */
- radius: number;
- /**
- * Define a rotation offset between the camera and the object it follows
- */
- rotationOffset: number;
- /**
- * Define a height offset between the camera and the object it follows.
- * It can help following an object from the top (like a car chaing a plane)
- */
- heightOffset: number;
- /**
- * Define how fast the camera can accelerate to follow it s target.
- */
- cameraAcceleration: number;
- /**
- * Define the speed limit of the camera following an object.
- */
- maxCameraSpeed: number;
- /**
- * Define the target of the camera.
- */
- lockedTarget: Nullable<AbstractMesh>;
- /**
- * Instantiates the follow camera.
- * @see http://doc.babylonjs.com/features/cameras#follow-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the position of the camera
- * @param scene Define the scene the camera belong to
- * @param lockedTarget Define the target of the camera
- */
- constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
- private _follow;
- /** @hidden */
- _checkInputs(): void;
- /**
- * Gets the camera class name.
- * @returns the class name
- */
- getClassName(): string;
- }
- /**
- * Arc Rotate version of the follow camera.
- * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
- * @see http://doc.babylonjs.com/features/cameras#follow-camera
- */
- class ArcFollowCamera extends TargetCamera {
- /** The longitudinal angle of the camera */
- alpha: number;
- /** The latitudinal angle of the camera */
- beta: number;
- /** The radius of the camera from its target */
- radius: number;
- /** Define the camera target (the messh it should follow) */
- target: Nullable<AbstractMesh>;
- private _cartesianCoordinates;
- /**
- * Instantiates a new ArcFollowCamera
- * @see http://doc.babylonjs.com/features/cameras#follow-camera
- * @param name Define the name of the camera
- * @param alpha Define the rotation angle of the camera around the logitudinal axis
- * @param beta Define the rotation angle of the camera around the elevation axis
- * @param radius Define the radius of the camera from its target point
- * @param target Define the target of the camera
- * @param scene Define the scene the camera belongs to
- */
- constructor(name: string,
- /** The longitudinal angle of the camera */
- alpha: number,
- /** The latitudinal angle of the camera */
- beta: number,
- /** The radius of the camera from its target */
- radius: number,
- /** Define the camera target (the messh it should follow) */
- target: Nullable<AbstractMesh>, scene: Scene);
- private _follow;
- /** @hidden */
- _checkInputs(): void;
- /**
- * Returns the class name of the object.
- * It is mostly used internally for serialization purposes.
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
- * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- */
- class FreeCamera extends TargetCamera {
- /**
- * Define the collision ellipsoid of the camera.
- * This is helpful to simulate a camera body like the player body around the camera
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
- */
- ellipsoid: Vector3;
- /**
- * Define an offset for the position of the ellipsoid around the camera.
- * This can be helpful to determine the center of the body near the gravity center of the body
- * instead of its head.
- */
- ellipsoidOffset: Vector3;
- /**
- * Enable or disable collisions of the camera with the rest of the scene objects.
- */
- checkCollisions: boolean;
- /**
- * Enable or disable gravity on the camera.
- */
- applyGravity: boolean;
- /**
- * Define the input manager associated to the camera.
- */
- inputs: FreeCameraInputsManager;
- /**
- * Gets the input sensibility for a mouse input. (default is 2000.0)
- * Higher values reduce sensitivity.
- */
- /**
- * Sets the input sensibility for a mouse input. (default is 2000.0)
- * Higher values reduce sensitivity.
- */
- angularSensibility: number;
- /**
- * Gets or Set the list of keyboard keys used to control the forward move of the camera.
- */
- keysUp: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the backward move of the camera.
- */
- keysDown: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
- */
- keysLeft: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
- */
- keysRight: number[];
- /**
- * Event raised when the camera collide with a mesh in the scene.
- */
- onCollide: (collidedMesh: AbstractMesh) => void;
- private _collider;
- private _needMoveForGravity;
- private _oldPosition;
- private _diffPosition;
- private _newPosition;
- /** @hidden */
- _localDirection: Vector3;
- /** @hidden */
- _transformedDirection: Vector3;
- /**
- * Instantiates a Free Camera.
- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
- * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
- */
- constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
- /**
- * Attached controls to the current camera.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the camera.
- * The camera will stop reacting to inputs.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: HTMLElement): void;
- private _collisionMask;
- /**
- * Define a collision mask to limit the list of object the camera can collide with
- */
- collisionMask: number;
- /** @hidden */
- _collideWithWorld(displacement: Vector3): void;
- private _onCollisionPositionChange;
- /** @hidden */
- _checkInputs(): void;
- /** @hidden */
- _decideIfNeedsToMove(): boolean;
- /** @hidden */
- _updatePosition(): void;
- /**
- * Destroy the camera and release the current resources hold by it.
- */
- dispose(): void;
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Default Inputs manager for the FreeCamera.
- * It groups all the default supported inputs for ease of use.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
- /**
- * Instantiates a new FreeCameraInputsManager.
- * @param camera Defines the camera the inputs belong to
- */
- constructor(camera: FreeCamera);
- /**
- * Add keyboard input support to the input manager.
- * @returns the current input manager
- */
- addKeyboard(): FreeCameraInputsManager;
- /**
- * Add mouse input support to the input manager.
- * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
- * @returns the current input manager
- */
- addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
- /**
- * Add orientation input support to the input manager.
- * @returns the current input manager
- */
- addDeviceOrientation(): FreeCameraInputsManager;
- /**
- * Add touch input support to the input manager.
- * @returns the current input manager
- */
- addTouch(): FreeCameraInputsManager;
- /**
- * Add virtual joystick input support to the input manager.
- * @returns the current input manager
- */
- addVirtualJoystick(): FreeCameraInputsManager;
- }
- }
- declare module BABYLON {
- /**
- * This represents a FPS type of camera. This is only here for back compat purpose.
- * Please use the UniversalCamera instead as both are identical.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- */
- class GamepadCamera extends UniversalCamera {
- /**
- * Instantiates a new Gamepad Camera
- * This represents a FPS type of camera. This is only here for back compat purpose.
- * Please use the UniversalCamera instead as both are identical.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * A target camera takes a mesh or position as a target and continues to look at it while it moves.
- * This is the base of the follow, arc rotate cameras and Free camera
- * @see http://doc.babylonjs.com/features/cameras
- */
- class TargetCamera extends Camera {
- /**
- * Define the current direction the camera is moving to
- */
- cameraDirection: Vector3;
- /**
- * Define the current rotation the camera is rotating to
- */
- cameraRotation: Vector2;
- /**
- * Define the current rotation of the camera
- */
- rotation: Vector3;
- /**
- * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
- */
- rotationQuaternion: Quaternion;
- /**
- * Define the current speed of the camera
- */
- speed: number;
- /**
- * Add cconstraint to the camera to prevent it to move freely in all directions and
- * around all axis.
- */
- noRotationConstraint: boolean;
- /**
- * Define the current target of the camera as an object or a position.
- */
- lockedTarget: any;
- /** @hidden */
- _currentTarget: Vector3;
- /** @hidden */
- _viewMatrix: Matrix;
- /** @hidden */
- _camMatrix: Matrix;
- /** @hidden */
- _cameraTransformMatrix: Matrix;
- /** @hidden */
- _cameraRotationMatrix: Matrix;
- private _rigCamTransformMatrix;
- /** @hidden */
- _referencePoint: Vector3;
- /** @hidden */
- _transformedReferencePoint: Vector3;
- protected _globalCurrentTarget: Vector3;
- protected _globalCurrentUpVector: Vector3;
- /** @hidden */
- _reset: () => void;
- private _defaultUp;
- /**
- * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
- * This is the base of the follow, arc rotate cameras and Free camera
- * @see http://doc.babylonjs.com/features/cameras
- * @param name Defines the name of the camera in the scene
- * @param position Defines the start position of the camera in the scene
- * @param scene Defines the scene the camera belongs to
- * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
- */
- constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
- /**
- * Gets the position in front of the camera at a given distance.
- * @param distance The distance from the camera we want the position to be
- * @returns the position
- */
- getFrontPosition(distance: number): Vector3;
- /** @hidden */
- _getLockedTargetPosition(): Nullable<Vector3>;
- private _storedPosition;
- private _storedRotation;
- private _storedRotationQuaternion;
- /**
- * Store current camera state of the camera (fov, position, rotation, etc..)
- * @returns the camera
- */
- storeState(): Camera;
- /**
- * Restored camera state. You must call storeState() first
- * @returns whether it was successful or not
- * @hidden
- */
- _restoreStateValues(): boolean;
- /** @hidden */
- _initCache(): void;
- /** @hidden */
- _updateCache(ignoreParentClass?: boolean): void;
- /** @hidden */
- _isSynchronizedViewMatrix(): boolean;
- /** @hidden */
- _computeLocalCameraSpeed(): number;
- /** @hidden */
- setTarget(target: Vector3): void;
- /**
- * Return the current target position of the camera. This value is expressed in local space.
- * @returns the target position
- */
- getTarget(): Vector3;
- /** @hidden */
- _decideIfNeedsToMove(): boolean;
- /** @hidden */
- _updatePosition(): void;
- /** @hidden */
- _checkInputs(): void;
- protected _updateCameraRotationMatrix(): void;
- /**
- * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
- * @returns the current camera
- */
- private _rotateUpVectorWithCameraRotationMatrix;
- private _cachedRotationZ;
- private _cachedQuaternionRotationZ;
- /** @hidden */
- _getViewMatrix(): Matrix;
- protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
- /**
- * @hidden
- */
- createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
- /**
- * @hidden
- */
- _updateRigCameras(): void;
- private _getRigCamPosition;
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * This represents a FPS type of camera controlled by touch.
- * This is like a universal camera minus the Gamepad controls.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- */
- class TouchCamera extends FreeCamera {
- /**
- * Defines the touch sensibility for rotation.
- * The higher the faster.
- */
- touchAngularSensibility: number;
- /**
- * Defines the touch sensibility for move.
- * The higher the faster.
- */
- touchMoveSensibility: number;
- /**
- * Instantiates a new touch camera.
- * This represents a FPS type of camera controlled by touch.
- * This is like a universal camera minus the Gamepad controls.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- /** @hidden */
- _setupInputs(): void;
- }
- }
- declare module BABYLON {
- /**
- * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
- * which still works and will still be found in many Playgrounds.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- */
- class UniversalCamera extends TouchCamera {
- /**
- * Defines the gamepad rotation sensiblity.
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
- */
- gamepadAngularSensibility: number;
- /**
- * Defines the gamepad move sensiblity.
- * This is the threshold from when moving starts to be accounted for for to prevent jittering.
- */
- gamepadMoveSensibility: number;
- /**
- * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
- * which still works and will still be found in many Playgrounds.
- * @see http://doc.babylonjs.com/features/cameras#universal-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
- * It is identical to the Free Camera and simply adds by default a virtual joystick.
- * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
- * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
- */
- class VirtualJoysticksCamera extends FreeCamera {
- /**
- * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
- * It is identical to the Free Camera and simply adds by default a virtual joystick.
- * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
- * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
- * @param name Define the name of the camera in the scene
- * @param position Define the start position of the camera in the scene
- * @param scene Define the scene the camera belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Gets the current object class name.
- * @return the class name
- */
- getClassName(): string;
- }
- }
- interface VRDisplay extends EventTarget {
- /**
- * Dictionary of capabilities describing the VRDisplay.
- */
- readonly capabilities: VRDisplayCapabilities;
- /**
- * z-depth defining the far plane of the eye view frustum
- * enables mapping of values in the render target depth
- * attachment to scene coordinates. Initially set to 10000.0.
- */
- depthFar: number;
- /**
- * z-depth defining the near plane of the eye view frustum
- * enables mapping of values in the render target depth
- * attachment to scene coordinates. Initially set to 0.01.
- */
- depthNear: number;
- /**
- * An identifier for this distinct VRDisplay. Used as an
- * association point in the Gamepad API.
- */
- readonly displayId: number;
- /**
- * A display name, a user-readable name identifying it.
- */
- readonly displayName: string;
- readonly isConnected: boolean;
- readonly isPresenting: boolean;
- /**
- * If this VRDisplay supports room-scale experiences, the optional
- * stage attribute contains details on the room-scale parameters.
- */
- readonly stageParameters: VRStageParameters | null;
- /**
- * Passing the value returned by `requestAnimationFrame` to
- * `cancelAnimationFrame` will unregister the callback.
- * @param handle Define the hanle of the request to cancel
- */
- cancelAnimationFrame(handle: number): void;
- /**
- * Stops presenting to the VRDisplay.
- * @returns a promise to know when it stopped
- */
- exitPresent(): Promise<void>;
- /**
- * Return the current VREyeParameters for the given eye.
- * @param whichEye Define the eye we want the parameter for
- * @returns the eye parameters
- */
- getEyeParameters(whichEye: string): VREyeParameters;
- /**
- * Populates the passed VRFrameData with the information required to render
- * the current frame.
- * @param frameData Define the data structure to populate
- * @returns true if ok otherwise false
- */
- getFrameData(frameData: VRFrameData): boolean;
- /**
- * Get the layers currently being presented.
- * @returns the list of VR layers
- */
- getLayers(): VRLayer[];
- /**
- * Return a VRPose containing the future predicted pose of the VRDisplay
- * when the current frame will be presented. The value returned will not
- * change until JavaScript has returned control to the browser.
- *
- * The VRPose will contain the position, orientation, velocity,
- * and acceleration of each of these properties.
- * @returns the pose object
- */
- getPose(): VRPose;
- /**
- * Return the current instantaneous pose of the VRDisplay, with no
- * prediction applied.
- * @returns the current instantaneous pose
- */
- getImmediatePose(): VRPose;
- /**
- * The callback passed to `requestAnimationFrame` will be called
- * any time a new frame should be rendered. When the VRDisplay is
- * presenting the callback will be called at the native refresh
- * rate of the HMD. When not presenting this function acts
- * identically to how window.requestAnimationFrame acts. Content should
- * make no assumptions of frame rate or vsync behavior as the HMD runs
- * asynchronously from other displays and at differing refresh rates.
- * @param callback Define the eaction to run next frame
- * @returns the request handle it
- */
- requestAnimationFrame(callback: FrameRequestCallback): number;
- /**
- * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
- * Repeat calls while already presenting will update the VRLayers being displayed.
- * @param layers Define the list of layer to present
- * @returns a promise to know when the request has been fulfilled
- */
- requestPresent(layers: VRLayer[]): Promise<void>;
- /**
- * Reset the pose for this display, treating its current position and
- * orientation as the "origin/zero" values. VRPose.position,
- * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
- * updated when calling resetPose(). This should be called in only
- * sitting-space experiences.
- */
- resetPose(): void;
- /**
- * The VRLayer provided to the VRDisplay will be captured and presented
- * in the HMD. Calling this function has the same effect on the source
- * canvas as any other operation that uses its source image, and canvases
- * created without preserveDrawingBuffer set to true will be cleared.
- * @param pose Define the pose to submit
- */
- submitFrame(pose?: VRPose): void;
- }
- declare var VRDisplay: {
- prototype: VRDisplay;
- new (): VRDisplay;
- };
- interface VRLayer {
- leftBounds?: number[] | Float32Array | null;
- rightBounds?: number[] | Float32Array | null;
- source?: HTMLCanvasElement | null;
- }
- interface VRDisplayCapabilities {
- readonly canPresent: boolean;
- readonly hasExternalDisplay: boolean;
- readonly hasOrientation: boolean;
- readonly hasPosition: boolean;
- readonly maxLayers: number;
- }
- interface VREyeParameters {
- /** @deprecated */
- readonly fieldOfView: VRFieldOfView;
- readonly offset: Float32Array;
- readonly renderHeight: number;
- readonly renderWidth: number;
- }
- interface VRFieldOfView {
- readonly downDegrees: number;
- readonly leftDegrees: number;
- readonly rightDegrees: number;
- readonly upDegrees: number;
- }
- interface VRFrameData {
- readonly leftProjectionMatrix: Float32Array;
- readonly leftViewMatrix: Float32Array;
- readonly pose: VRPose;
- readonly rightProjectionMatrix: Float32Array;
- readonly rightViewMatrix: Float32Array;
- readonly timestamp: number;
- }
- interface VRPose {
- readonly angularAcceleration: Float32Array | null;
- readonly angularVelocity: Float32Array | null;
- readonly linearAcceleration: Float32Array | null;
- readonly linearVelocity: Float32Array | null;
- readonly orientation: Float32Array | null;
- readonly position: Float32Array | null;
- readonly timestamp: number;
- }
- interface VRStageParameters {
- sittingToStandingTransform?: Float32Array;
- sizeX?: number;
- sizeY?: number;
- }
- interface Navigator {
- getVRDisplays(): Promise<VRDisplay[]>;
- readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
- }
- interface Window {
- onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
- onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
- onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
- addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
- addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
- addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
- }
- interface Gamepad {
- readonly displayId: number;
- }
- /**
- * Module Debug contains the (visual) components to debug a scene correctly
- */
- declare module BABYLON.Debug {
- /**
- * The Axes viewer will show 3 axes in a specific point in space
- */
- class AxesViewer {
- private _xline;
- private _yline;
- private _zline;
- private _xmesh;
- private _ymesh;
- private _zmesh;
- /**
- * Gets the hosting scene
- */
- scene: Nullable<Scene>;
- /**
- * Gets or sets a number used to scale line length
- */
- scaleLines: number;
- /**
- * Creates a new AxesViewer
- * @param scene defines the hosting scene
- * @param scaleLines defines a number used to scale line length (1 by default)
- */
- constructor(scene: Scene, scaleLines?: number);
- /**
- * Force the viewer to update
- * @param position defines the position of the viewer
- * @param xaxis defines the x axis of the viewer
- * @param yaxis defines the y axis of the viewer
- * @param zaxis defines the z axis of the viewer
- */
- update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
- /** Releases resources */
- dispose(): void;
- }
- }
- declare module BABYLON.Debug {
- /**
- * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
- * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
- */
- class BoneAxesViewer extends AxesViewer {
- /**
- * Gets or sets the target mesh where to display the axes viewer
- */
- mesh: Nullable<Mesh>;
- /**
- * Gets or sets the target bone where to display the axes viewer
- */
- bone: Nullable<Bone>;
- /** Gets current position */
- pos: Vector3;
- /** Gets direction of X axis */
- xaxis: Vector3;
- /** Gets direction of Y axis */
- yaxis: Vector3;
- /** Gets direction of Z axis */
- zaxis: Vector3;
- /**
- * Creates a new BoneAxesViewer
- * @param scene defines the hosting scene
- * @param bone defines the target bone
- * @param mesh defines the target mesh
- * @param scaleLines defines a scaling factor for line length (1 by default)
- */
- constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
- /**
- * Force the viewer to update
- */
- update(): void;
- /** Releases resources */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /**
- * @hidden
- * Backing field
- */
- _debugLayer: DebugLayer;
- /**
- * Gets the debug layer (aka Inspector) associated with the scene
- * @see http://doc.babylonjs.com/features/playground_debuglayer
- */
- debugLayer: DebugLayer;
- }
- /**
- * The debug layer (aka Inspector) is the go to tool in order to better understand
- * what is happening in your scene
- * @see http://doc.babylonjs.com/features/playground_debuglayer
- */
- class DebugLayer {
- /**
- * Define the url to get the inspector script from.
- * By default it uses the babylonjs CDN.
- * @ignoreNaming
- */
- static InspectorURL: string;
- private _scene;
- private _inspector;
- private BJSINSPECTOR;
- /**
- * Observable triggered when a property is changed through the inspector.
- */
- onPropertyChangedObservable: Observable<{
- object: any;
- property: string;
- value: any;
- initialValue: any;
- }>;
- /**
- * Instantiates a new debug layer.
- * The debug layer (aka Inspector) is the go to tool in order to better understand
- * what is happening in your scene
- * @see http://doc.babylonjs.com/features/playground_debuglayer
- * @param scene Defines the scene to inspect
- */
- constructor(scene: Scene);
- /** Creates the inspector window. */
- private _createInspector;
- /**
- * Get if the inspector is visible or not.
- * @returns true if visible otherwise, false
- */
- isVisible(): boolean;
- /**
- * Hide the inspector and close its window.
- */
- hide(): void;
- /**
- *
- * Launch the debugLayer.
- *
- * initialTab:
- * | Value | Tab Name |
- * | --- | --- |
- * | 0 | Scene |
- * | 1 | Console |
- * | 2 | Stats |
- * | 3 | Textures |
- * | 4 | Mesh |
- * | 5 | Light |
- * | 6 | Material |
- * | 7 | GLTF |
- * | 8 | GUI |
- * | 9 | Physics |
- * | 10 | Camera |
- * | 11 | Audio |
- *
- * @param config Define the configuration of the inspector
- */
- show(config?: {
- popup?: boolean;
- initialTab?: number | string;
- parentElement?: HTMLElement;
- newColors?: {
- backgroundColor?: string;
- backgroundColorLighter?: string;
- backgroundColorLighter2?: string;
- backgroundColorLighter3?: string;
- color?: string;
- colorTop?: string;
- colorBot?: string;
- };
- }): void;
- /**
- * Gets the active tab
- * @return the index of the active tab or -1 if the inspector is hidden
- */
- getActiveTab(): number;
- }
- }
- declare module BABYLON.Debug {
- /**
- * Used to show the physics impostor around the specific mesh
- */
- class PhysicsViewer {
- /** @hidden */
- protected _impostors: Array<Nullable<PhysicsImpostor>>;
- /** @hidden */
- protected _meshes: Array<Nullable<AbstractMesh>>;
- /** @hidden */
- protected _scene: Nullable<Scene>;
- /** @hidden */
- protected _numMeshes: number;
- /** @hidden */
- protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
- private _renderFunction;
- private _debugBoxMesh;
- private _debugSphereMesh;
- private _debugMaterial;
- /**
- * Creates a new PhysicsViewer
- * @param scene defines the hosting scene
- */
- constructor(scene: Scene);
- /** @hidden */
- protected _updateDebugMeshes(): void;
- /**
- * Renders a specified physic impostor
- * @param impostor defines the impostor to render
- */
- showImpostor(impostor: PhysicsImpostor): void;
- /**
- * Hides a specified physic impostor
- * @param impostor defines the impostor to hide
- */
- hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
- private _getDebugMaterial;
- private _getDebugBoxMesh;
- private _getDebugSphereMesh;
- private _getDebugMesh;
- /** Releases all resources */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * As raycast might be hard to debug, the RayHelper can help rendering the different rays
- * in order to better appreciate the issue one might have.
- * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
- */
- class RayHelper {
- /**
- * Defines the ray we are currently tryin to visualize.
- */
- ray: Nullable<Ray>;
- private _renderPoints;
- private _renderLine;
- private _renderFunction;
- private _scene;
- private _updateToMeshFunction;
- private _attachedToMesh;
- private _meshSpaceDirection;
- private _meshSpaceOrigin;
- /**
- * Helper function to create a colored helper in a scene in one line.
- * @param ray Defines the ray we are currently tryin to visualize
- * @param scene Defines the scene the ray is used in
- * @param color Defines the color we want to see the ray in
- * @returns The newly created ray helper.
- */
- static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
- /**
- * Instantiate a new ray helper.
- * As raycast might be hard to debug, the RayHelper can help rendering the different rays
- * in order to better appreciate the issue one might have.
- * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
- * @param ray Defines the ray we are currently tryin to visualize
- */
- constructor(ray: Ray);
- /**
- * Shows the ray we are willing to debug.
- * @param scene Defines the scene the ray needs to be rendered in
- * @param color Defines the color the ray needs to be rendered in
- */
- show(scene: Scene, color?: Color3): void;
- /**
- * Hides the ray we are debugging.
- */
- hide(): void;
- private _render;
- /**
- * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
- * @param mesh Defines the mesh we want the helper attached to
- * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
- * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
- * @param length Defines the length of the ray
- */
- attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
- /**
- * Detach the ray helper from the mesh it has previously been attached to.
- */
- detachFromMesh(): void;
- private _updateToMesh;
- /**
- * Dispose the helper and release its associated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON.Debug {
- /**
- * Class used to render a debug view of a given skeleton
- * @see http://www.babylonjs-playground.com/#1BZJVJ#8
- */
- class SkeletonViewer {
- /** defines the skeleton to render */
- skeleton: Skeleton;
- /** defines the mesh attached to the skeleton */
- mesh: AbstractMesh;
- /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
- autoUpdateBonesMatrices: boolean;
- /** defines the rendering group id to use with the viewer */
- renderingGroupId: number;
- /** Gets or sets the color used to render the skeleton */
- color: Color3;
- private _scene;
- private _debugLines;
- private _debugMesh;
- private _isEnabled;
- private _renderFunction;
- /**
- * Creates a new SkeletonViewer
- * @param skeleton defines the skeleton to render
- * @param mesh defines the mesh attached to the skeleton
- * @param scene defines the hosting scene
- * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
- * @param renderingGroupId defines the rendering group id to use with the viewer
- */
- constructor(
- /** defines the skeleton to render */
- skeleton: Skeleton,
- /** defines the mesh attached to the skeleton */
- mesh: AbstractMesh, scene: Scene,
- /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
- autoUpdateBonesMatrices?: boolean,
- /** defines the rendering group id to use with the viewer */
- renderingGroupId?: number);
- /** Gets or sets a boolean indicating if the viewer is enabled */
- isEnabled: boolean;
- private _getBonePosition;
- private _getLinesForBonesWithLength;
- private _getLinesForBonesNoLength;
- /** Update the viewer to sync with current skeleton state */
- update(): void;
- /** Release associated resources */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Interface for attribute information associated with buffer instanciation
- */
- class InstancingAttributeInfo {
- /**
- * Index/offset of the attribute in the vertex shader
- */
- index: number;
- /**
- * size of the attribute, 1, 2, 3 or 4
- */
- attributeSize: number;
- /**
- * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
- * default is FLOAT
- */
- attribyteType: number;
- /**
- * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
- */
- normalized: boolean;
- /**
- * Offset of the data in the Vertex Buffer acting as the instancing buffer
- */
- offset: number;
- /**
- * Name of the GLSL attribute, for debugging purpose only
- */
- attributeName: string;
- }
- /**
- * Define options used to create a render target texture
- */
- class RenderTargetCreationOptions {
- /**
- * Specifies is mipmaps must be generated
- */
- generateMipMaps?: boolean;
- /** Specifies whether or not a depth should be allocated in the texture (true by default) */
- generateDepthBuffer?: boolean;
- /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
- generateStencilBuffer?: boolean;
- /** Defines texture type (int by default) */
- type?: number;
- /** Defines sampling mode (trilinear by default) */
- samplingMode?: number;
- /** Defines format (RGBA by default) */
- format?: number;
- }
- /**
- * Define options used to create a depth texture
- */
- class DepthTextureCreationOptions {
- /** Specifies whether or not a stencil should be allocated in the texture */
- generateStencil?: boolean;
- /** Specifies whether or not bilinear filtering is enable on the texture */
- bilinearFiltering?: boolean;
- /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
- comparisonFunction?: number;
- /** Specifies if the created texture is a cube texture */
- isCube?: boolean;
- }
- /**
- * Class used to describe the capabilities of the engine relatively to the current browser
- */
- class EngineCapabilities {
- /** Maximum textures units per fragment shader */
- maxTexturesImageUnits: number;
- /** Maximum texture units per vertex shader */
- maxVertexTextureImageUnits: number;
- /** Maximum textures units in the entire pipeline */
- maxCombinedTexturesImageUnits: number;
- /** Maximum texture size */
- maxTextureSize: number;
- /** Maximum cube texture size */
- maxCubemapTextureSize: number;
- /** Maximum render texture size */
- maxRenderTextureSize: number;
- /** Maximum number of vertex attributes */
- maxVertexAttribs: number;
- /** Maximum number of varyings */
- maxVaryingVectors: number;
- /** Maximum number of uniforms per vertex shader */
- maxVertexUniformVectors: number;
- /** Maximum number of uniforms per fragment shader */
- maxFragmentUniformVectors: number;
- /** Defines if standard derivates (dx/dy) are supported */
- standardDerivatives: boolean;
- /** Defines if s3tc texture compression is supported */
- s3tc: Nullable<WEBGL_compressed_texture_s3tc>;
- /** Defines if pvrtc texture compression is supported */
- pvrtc: any;
- /** Defines if etc1 texture compression is supported */
- etc1: any;
- /** Defines if etc2 texture compression is supported */
- etc2: any;
- /** Defines if astc texture compression is supported */
- astc: any;
- /** Defines if float textures are supported */
- textureFloat: boolean;
- /** Defines if vertex array objects are supported */
- vertexArrayObject: boolean;
- /** Gets the webgl extension for anisotropic filtering (null if not supported) */
- textureAnisotropicFilterExtension: Nullable<EXT_texture_filter_anisotropic>;
- /** Gets the maximum level of anisotropy supported */
- maxAnisotropy: number;
- /** Defines if instancing is supported */
- instancedArrays: boolean;
- /** Defines if 32 bits indices are supported */
- uintIndices: boolean;
- /** Defines if high precision shaders are supported */
- highPrecisionShaderSupported: boolean;
- /** Defines if depth reading in the fragment shader is supported */
- fragmentDepthSupported: boolean;
- /** Defines if float texture linear filtering is supported*/
- textureFloatLinearFiltering: boolean;
- /** Defines if rendering to float textures is supported */
- textureFloatRender: boolean;
- /** Defines if half float textures are supported*/
- textureHalfFloat: boolean;
- /** Defines if half float texture linear filtering is supported*/
- textureHalfFloatLinearFiltering: boolean;
- /** Defines if rendering to half float textures is supported */
- textureHalfFloatRender: boolean;
- /** Defines if textureLOD shader command is supported */
- textureLOD: boolean;
- /** Defines if draw buffers extension is supported */
- drawBuffersExtension: boolean;
- /** Defines if depth textures are supported */
- depthTextureExtension: boolean;
- /** Defines if float color buffer are supported */
- colorBufferFloat: boolean;
- /** Gets disjoint timer query extension (null if not supported) */
- timerQuery: EXT_disjoint_timer_query;
- /** Defines if timestamp can be used with timer query */
- canUseTimestampForTimerQuery: boolean;
- }
- /** Interface defining initialization parameters for Engine class */
- interface EngineOptions extends WebGLContextAttributes {
- /**
- * Defines if the engine should no exceed a specified device ratio
- * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
- */
- limitDeviceRatio?: number;
- /**
- * Defines if webvr should be enabled automatically
- * @see http://doc.babylonjs.com/how_to/webvr_camera
- */
- autoEnableWebVR?: boolean;
- /**
- * Defines if webgl2 should be turned off even if supported
- * @see http://doc.babylonjs.com/features/webgl2
- */
- disableWebGL2Support?: boolean;
- /**
- * Defines if webaudio should be initialized as well
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- */
- audioEngine?: boolean;
- /**
- * Defines if animations should run using a deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- deterministicLockstep?: boolean;
- /** Defines the maximum steps to use with deterministic lock step mode */
- lockstepMaxSteps?: number;
- /**
- * Defines that engine should ignore context lost events
- * If this event happens when this parameter is true, you will have to reload the page to restore rendering
- */
- doNotHandleContextLost?: boolean;
- }
- /**
- * Defines the interface used by display changed events
- */
- interface IDisplayChangedEventArgs {
- /** Gets the vrDisplay object (if any) */
- vrDisplay: Nullable<any>;
- /** Gets a boolean indicating if webVR is supported */
- vrSupported: boolean;
- }
- /**
- * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
- */
- class Engine {
- /** Use this array to turn off some WebGL2 features on known buggy browsers version */
- static ExceptionList: ({
- key: string;
- capture: string;
- captureConstraint: number;
- targets: string[];
- } | {
- key: string;
- capture: null;
- captureConstraint: null;
- targets: string[];
- })[];
- /** Gets the list of created engines */
- static Instances: Engine[];
- /**
- * Gets the latest created engine
- */
- static readonly LastCreatedEngine: Nullable<Engine>;
- /**
- * Gets the latest created scene
- */
- static readonly LastCreatedScene: Nullable<Scene>;
- /**
- * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
- * @param flag defines which part of the materials must be marked as dirty
- * @param predicate defines a predicate used to filter which materials should be affected
- */
- static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
- /**
- * Hidden
- */
- static _TextureLoaders: IInternalTextureLoader[];
- /** Defines that alpha blending is disabled */
- static readonly ALPHA_DISABLE: number;
- /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
- static readonly ALPHA_ADD: number;
- /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
- static readonly ALPHA_COMBINE: number;
- /** Defines that alpha blending to DEST - SRC * DEST */
- static readonly ALPHA_SUBTRACT: number;
- /** Defines that alpha blending to SRC * DEST */
- static readonly ALPHA_MULTIPLY: number;
- /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
- static readonly ALPHA_MAXIMIZED: number;
- /** Defines that alpha blending to SRC + DEST */
- static readonly ALPHA_ONEONE: number;
- /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
- static readonly ALPHA_PREMULTIPLIED: number;
- /**
- * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
- * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
- */
- static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
- /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
- static readonly ALPHA_INTERPOLATE: number;
- /**
- * Defines that alpha blending to SRC + (1 - SRC) * DEST
- * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
- */
- static readonly ALPHA_SCREENMODE: number;
- /** Defines that the ressource is not delayed*/
- static readonly DELAYLOADSTATE_NONE: number;
- /** Defines that the ressource was successfully delay loaded */
- static readonly DELAYLOADSTATE_LOADED: number;
- /** Defines that the ressource is currently delay loading */
- static readonly DELAYLOADSTATE_LOADING: number;
- /** Defines that the ressource is delayed and has not started loading */
- static readonly DELAYLOADSTATE_NOTLOADED: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
- static readonly NEVER: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn */
- static readonly ALWAYS: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
- static readonly LESS: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
- static readonly EQUAL: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value */
- static readonly LEQUAL: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
- static readonly GREATER: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value */
- static readonly GEQUAL: number;
- /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value */
- static readonly NOTEQUAL: number;
- /** Passed to stencilOperation to specify that stencil value must be kept */
- static readonly KEEP: number;
- /** Passed to stencilOperation to specify that stencil value must be replaced */
- static readonly REPLACE: number;
- /** Passed to stencilOperation to specify that stencil value must be incremented */
- static readonly INCR: number;
- /** Passed to stencilOperation to specify that stencil value must be decremented */
- static readonly DECR: number;
- /** Passed to stencilOperation to specify that stencil value must be inverted */
- static readonly INVERT: number;
- /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
- static readonly INCR_WRAP: number;
- /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
- static readonly DECR_WRAP: number;
- /** Texture is not repeating outside of 0..1 UVs */
- static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
- /** Texture is repeating outside of 0..1 UVs */
- static readonly TEXTURE_WRAP_ADDRESSMODE: number;
- /** Texture is repeating and mirrored */
- static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
- /** ALPHA */
- static readonly TEXTUREFORMAT_ALPHA: number;
- /** LUMINANCE */
- static readonly TEXTUREFORMAT_LUMINANCE: number;
- /** LUMINANCE_ALPHA */
- static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
- /** RGB */
- static readonly TEXTUREFORMAT_RGB: number;
- /** RGBA */
- static readonly TEXTUREFORMAT_RGBA: number;
- /** RED */
- static readonly TEXTUREFORMAT_RED: number;
- /** RED (2nd reference) */
- static readonly TEXTUREFORMAT_R: number;
- /** RG */
- static readonly TEXTUREFORMAT_RG: number;
- /** RED_INTEGER */
- static readonly TEXTUREFORMAT_RED_INTEGER: number;
- /** RED_INTEGER (2nd reference) */
- static readonly TEXTUREFORMAT_R_INTEGER: number;
- /** RG_INTEGER */
- static readonly TEXTUREFORMAT_RG_INTEGER: number;
- /** RGB_INTEGER */
- static readonly TEXTUREFORMAT_RGB_INTEGER: number;
- /** RGBA_INTEGER */
- static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
- /** UNSIGNED_BYTE */
- static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
- /** UNSIGNED_BYTE (2nd reference) */
- static readonly TEXTURETYPE_UNSIGNED_INT: number;
- /** FLOAT */
- static readonly TEXTURETYPE_FLOAT: number;
- /** HALF_FLOAT */
- static readonly TEXTURETYPE_HALF_FLOAT: number;
- /** BYTE */
- static readonly TEXTURETYPE_BYTE: number;
- /** SHORT */
- static readonly TEXTURETYPE_SHORT: number;
- /** UNSIGNED_SHORT */
- static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
- /** INT */
- static readonly TEXTURETYPE_INT: number;
- /** UNSIGNED_INT */
- static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
- /** UNSIGNED_SHORT_4_4_4_4 */
- static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
- /** UNSIGNED_SHORT_5_5_5_1 */
- static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
- /** UNSIGNED_SHORT_5_6_5 */
- static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
- /** UNSIGNED_INT_2_10_10_10_REV */
- static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
- /** UNSIGNED_INT_24_8 */
- static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
- /** UNSIGNED_INT_10F_11F_11F_REV */
- static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
- /** UNSIGNED_INT_5_9_9_9_REV */
- static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
- /** FLOAT_32_UNSIGNED_INT_24_8_REV */
- static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
- /** nearest is mag = nearest and min = nearest and mip = linear */
- static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
- /** nearest is mag = nearest and min = nearest and mip = linear */
- static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
- /** mag = nearest and min = nearest and mip = nearest */
- static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
- /** mag = nearest and min = linear and mip = nearest */
- static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
- /** mag = nearest and min = linear and mip = linear */
- static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
- /** mag = nearest and min = linear and mip = none */
- static readonly TEXTURE_NEAREST_LINEAR: number;
- /** mag = nearest and min = nearest and mip = none */
- static readonly TEXTURE_NEAREST_NEAREST: number;
- /** mag = linear and min = nearest and mip = nearest */
- static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
- /** mag = linear and min = nearest and mip = linear */
- static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
- /** mag = linear and min = linear and mip = none */
- static readonly TEXTURE_LINEAR_LINEAR: number;
- /** mag = linear and min = nearest and mip = none */
- static readonly TEXTURE_LINEAR_NEAREST: number;
- /** Explicit coordinates mode */
- static readonly TEXTURE_EXPLICIT_MODE: number;
- /** Spherical coordinates mode */
- static readonly TEXTURE_SPHERICAL_MODE: number;
- /** Planar coordinates mode */
- static readonly TEXTURE_PLANAR_MODE: number;
- /** Cubic coordinates mode */
- static readonly TEXTURE_CUBIC_MODE: number;
- /** Projection coordinates mode */
- static readonly TEXTURE_PROJECTION_MODE: number;
- /** Skybox coordinates mode */
- static readonly TEXTURE_SKYBOX_MODE: number;
- /** Inverse Cubic coordinates mode */
- static readonly TEXTURE_INVCUBIC_MODE: number;
- /** Equirectangular coordinates mode */
- static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
- /** Equirectangular Fixed coordinates mode */
- static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
- /** Equirectangular Fixed Mirrored coordinates mode */
- static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
- /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
- static readonly SCALEMODE_FLOOR: number;
- /** Defines that texture rescaling will look for the nearest power of 2 size */
- static readonly SCALEMODE_NEAREST: number;
- /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
- static readonly SCALEMODE_CEILING: number;
- /**
- * Returns the current version of the framework
- */
- static readonly Version: string;
- /**
- * Gets or sets the epsilon value used by collision engine
- */
- static CollisionsEpsilon: number;
- /**
- * Gets or sets the relative url used to load code if using the engine in non-minified mode
- */
- static CodeRepository: string;
- /**
- * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
- */
- static ShadersRepository: string;
- /**
- * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
- */
- forcePOTTextures: boolean;
- /**
- * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
- */
- isFullscreen: boolean;
- /**
- * Gets a boolean indicating if the pointer is currently locked
- */
- isPointerLock: boolean;
- /**
- * Gets or sets a boolean indicating if back faces must be culled (true by default)
- */
- cullBackFaces: boolean;
- /**
- * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
- */
- renderEvenInBackground: boolean;
- /**
- * Gets or sets a boolean indicating that cache can be kept between frames
- */
- preventCacheWipeBetweenFrames: boolean;
- /**
- * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
- **/
- enableOfflineSupport: boolean;
- /**
- * Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (Babylon.js will always consider the database is up to date)
- **/
- disableManifestCheck: boolean;
- /**
- * Gets the list of created scenes
- */
- scenes: Scene[];
- /**
- * Gets the list of created postprocesses
- */
- postProcesses: PostProcess[];
- /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
- validateShaderPrograms: boolean;
- /**
- * Observable event triggered each time the rendering canvas is resized
- */
- onResizeObservable: Observable<Engine>;
- /**
- * Observable event triggered each time the canvas loses focus
- */
- onCanvasBlurObservable: Observable<Engine>;
- /**
- * Observable event triggered each time the canvas gains focus
- */
- onCanvasFocusObservable: Observable<Engine>;
- /**
- * Observable event triggered each time the canvas receives pointerout event
- */
- onCanvasPointerOutObservable: Observable<PointerEvent>;
- /**
- * Observable event triggered before each texture is initialized
- */
- onBeforeTextureInitObservable: Observable<Texture>;
- private _vrDisplay;
- private _vrSupported;
- private _oldSize;
- private _oldHardwareScaleFactor;
- private _vrExclusivePointerMode;
- private _webVRInitPromise;
- /**
- * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
- * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
- */
- readonly isInVRExclusivePointerMode: boolean;
- /**
- * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
- */
- disableUniformBuffers: boolean;
- /** @hidden */
- _uniformBuffers: UniformBuffer[];
- /**
- * Gets a boolean indicating that the engine supports uniform buffers
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- */
- readonly supportsUniformBuffers: boolean;
- /**
- * Observable raised when the engine begins a new frame
- */
- onBeginFrameObservable: Observable<Engine>;
- /**
- * Observable raised when the engine ends the current frame
- */
- onEndFrameObservable: Observable<Engine>;
- /**
- * Observable raised when the engine is about to compile a shader
- */
- onBeforeShaderCompilationObservable: Observable<Engine>;
- /**
- * Observable raised when the engine has jsut compiled a shader
- */
- onAfterShaderCompilationObservable: Observable<Engine>;
- /** @hidden */
- _gl: WebGLRenderingContext;
- private _renderingCanvas;
- private _windowIsBackground;
- private _webGLVersion;
- /**
- * Gets a boolean indicating that only power of 2 textures are supported
- * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
- */
- readonly needPOTTextures: boolean;
- /** @hidden */
- _badOS: boolean;
- /** @hidden */
- _badDesktopOS: boolean;
- /**
- * Gets or sets a value indicating if we want to disable texture binding optmization.
- * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
- * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
- */
- disableTextureBindingOptimization: boolean;
- /**
- * Gets the audio engine
- * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
- * @ignorenaming
- */
- static audioEngine: IAudioEngine;
- /**
- * Default AudioEngine Factory responsible of creating the Audio Engine.
- * By default, this will create a BabylonJS Audio Engine if the workload
- * has been embedded.
- */
- static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
- private _onFocus;
- private _onBlur;
- private _onCanvasPointerOut;
- private _onCanvasBlur;
- private _onCanvasFocus;
- private _onFullscreenChange;
- private _onPointerLockChange;
- private _onVRDisplayPointerRestricted;
- private _onVRDisplayPointerUnrestricted;
- private _onVrDisplayConnect;
- private _onVrDisplayDisconnect;
- private _onVrDisplayPresentChange;
- /**
- * Observable signaled when VR display mode changes
- */
- onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
- /**
- * Observable signaled when VR request present is complete
- */
- onVRRequestPresentComplete: Observable<boolean>;
- /**
- * Observable signaled when VR request present starts
- */
- onVRRequestPresentStart: Observable<Engine>;
- private _hardwareScalingLevel;
- /** @hidden */
- protected _caps: EngineCapabilities;
- private _pointerLockRequested;
- private _isStencilEnable;
- private _colorWrite;
- private _loadingScreen;
- /** @hidden */
- _drawCalls: PerfCounter;
- /** @hidden */
- _textureCollisions: PerfCounter;
- private _glVersion;
- private _glRenderer;
- private _glVendor;
- private _videoTextureSupported;
- private _renderingQueueLaunched;
- private _activeRenderLoops;
- private _deterministicLockstep;
- private _lockstepMaxSteps;
- /**
- * Observable signaled when a context lost event is raised
- */
- onContextLostObservable: Observable<Engine>;
- /**
- * Observable signaled when a context restored event is raised
- */
- onContextRestoredObservable: Observable<Engine>;
- private _onContextLost;
- private _onContextRestored;
- private _contextWasLost;
- private _doNotHandleContextLost;
- /**
- * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
- */
- doNotHandleContextLost: boolean;
- private _performanceMonitor;
- private _fps;
- private _deltaTime;
- /**
- * Turn this value on if you want to pause FPS computation when in background
- */
- disablePerformanceMonitorInBackground: boolean;
- /**
- * Gets the performance monitor attached to this engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
- */
- readonly performanceMonitor: PerformanceMonitor;
- /** @hidden */
- protected _depthCullingState: _DepthCullingState;
- /** @hidden */
- protected _stencilState: _StencilState;
- /** @hidden */
- protected _alphaState: _AlphaState;
- /** @hidden */
- protected _alphaMode: number;
- protected _internalTexturesCache: InternalTexture[];
- /** @hidden */
- protected _activeChannel: number;
- private _currentTextureChannel;
- /** @hidden */
- protected _boundTexturesCache: {
- [key: string]: Nullable<InternalTexture>;
- };
- /** @hidden */
- protected _currentEffect: Nullable<Effect>;
- /** @hidden */
- protected _currentProgram: Nullable<WebGLProgram>;
- private _compiledEffects;
- private _vertexAttribArraysEnabled;
- /** @hidden */
- protected _cachedViewport: Nullable<Viewport>;
- private _cachedVertexArrayObject;
- /** @hidden */
- protected _cachedVertexBuffers: any;
- /** @hidden */
- protected _cachedIndexBuffer: Nullable<WebGLBuffer>;
- /** @hidden */
- protected _cachedEffectForVertexBuffers: Nullable<Effect>;
- /** @hidden */
- protected _currentRenderTarget: Nullable<InternalTexture>;
- private _uintIndicesCurrentlySet;
- private _currentBoundBuffer;
- /** @hidden */
- protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
- private _currentBufferPointers;
- private _currentInstanceLocations;
- private _currentInstanceBuffers;
- private _textureUnits;
- private _firstBoundInternalTextureTracker;
- private _lastBoundInternalTextureTracker;
- private _workingCanvas;
- private _workingContext;
- private _rescalePostProcess;
- private _dummyFramebuffer;
- private _externalData;
- private _bindedRenderFunction;
- private _vaoRecordInProgress;
- private _mustWipeVertexAttributes;
- private _emptyTexture;
- private _emptyCubeTexture;
- private _emptyTexture3D;
- private _frameHandler;
- private _nextFreeTextureSlots;
- private _maxSimultaneousTextures;
- private _activeRequests;
- private _texturesSupported;
- private _textureFormatInUse;
- /**
- * Gets the list of texture formats supported
- */
- readonly texturesSupported: Array<string>;
- /**
- * Gets the list of texture formats in use
- */
- readonly textureFormatInUse: Nullable<string>;
- /**
- * Gets the current viewport
- */
- readonly currentViewport: Nullable<Viewport>;
- /**
- * Gets the default empty texture
- */
- readonly emptyTexture: InternalTexture;
- /**
- * Gets the default empty 3D texture
- */
- readonly emptyTexture3D: InternalTexture;
- /**
- * Gets the default empty cube texture
- */
- readonly emptyCubeTexture: InternalTexture;
- /**
- * Defines whether the engine has been created with the premultipliedAlpha option on or not.
- */
- readonly premultipliedAlpha: boolean;
- /**
- * Creates a new engine
- * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
- * @param antialias defines enable antialiasing (default: false)
- * @param options defines further options to be sent to the getContext() function
- * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
- */
- constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
- private _rebuildInternalTextures;
- private _rebuildEffects;
- private _rebuildBuffers;
- private _initGLContext;
- /**
- * Gets version of the current webGL context
- */
- readonly webGLVersion: number;
- /**
- * Returns true if the stencil buffer has been enabled through the creation option of the context.
- */
- readonly isStencilEnable: boolean;
- private _prepareWorkingCanvas;
- /**
- * Reset the texture cache to empty state
- */
- resetTextureCache(): void;
- /**
- * Gets a boolean indicating that the engine is running in deterministic lock step mode
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns true if engine is in deterministic lock step mode
- */
- isDeterministicLockStep(): boolean;
- /**
- * Gets the max steps when engine is running in deterministic lock step
- * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- * @returns the max steps
- */
- getLockstepMaxSteps(): number;
- /**
- * Gets an object containing information about the current webGL context
- * @returns an object containing the vender, the renderer and the version of the current webGL context
- */
- getGlInfo(): {
- vendor: string;
- renderer: string;
- version: string;
- };
- /**
- * Gets current aspect ratio
- * @param camera defines the camera to use to get the aspect ratio
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the aspect ratio
- */
- getAspectRatio(camera: Camera, useScreen?: boolean): number;
- /**
- * Gets current screen aspect ratio
- * @returns a number defining the aspect ratio
- */
- getScreenAspectRatio(): number;
- /**
- * Gets the current render width
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render width
- */
- getRenderWidth(useScreen?: boolean): number;
- /**
- * Gets the current render height
- * @param useScreen defines if screen size must be used (or the current render target if any)
- * @returns a number defining the current render height
- */
- getRenderHeight(useScreen?: boolean): number;
- /**
- * Gets the HTML canvas attached with the current webGL context
- * @returns a HTML canvas
- */
- getRenderingCanvas(): Nullable<HTMLCanvasElement>;
- /**
- * Gets the client rect of the HTML canvas attached with the current webGL context
- * @returns a client rectanglee
- */
- getRenderingCanvasClientRect(): Nullable<ClientRect>;
- /**
- * Defines the hardware scaling level.
- * By default the hardware scaling level is computed from the window device ratio.
- * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
- * @param level defines the level to use
- */
- setHardwareScalingLevel(level: number): void;
- /**
- * Gets the current hardware scaling level.
- * By default the hardware scaling level is computed from the window device ratio.
- * if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
- * @returns a number indicating the current hardware scaling level
- */
- getHardwareScalingLevel(): number;
- /**
- * Gets the list of loaded textures
- * @returns an array containing all loaded textures
- */
- getLoadedTexturesCache(): InternalTexture[];
- /**
- * Gets the object containing all engine capabilities
- * @returns the EngineCapabilities object
- */
- getCaps(): EngineCapabilities;
- /** @hidden */
- readonly drawCalls: number;
- /** @hidden */
- readonly drawCallsPerfCounter: Nullable<PerfCounter>;
- /**
- * Gets the current depth function
- * @returns a number defining the depth function
- */
- getDepthFunction(): Nullable<number>;
- /**
- * Sets the current depth function
- * @param depthFunc defines the function to use
- */
- setDepthFunction(depthFunc: number): void;
- /**
- * Sets the current depth function to GREATER
- */
- setDepthFunctionToGreater(): void;
- /**
- * Sets the current depth function to GEQUAL
- */
- setDepthFunctionToGreaterOrEqual(): void;
- /**
- * Sets the current depth function to LESS
- */
- setDepthFunctionToLess(): void;
- /**
- * Sets the current depth function to LEQUAL
- */
- setDepthFunctionToLessOrEqual(): void;
- /**
- * Gets a boolean indicating if stencil buffer is enabled
- * @returns the current stencil buffer state
- */
- getStencilBuffer(): boolean;
- /**
- * Enable or disable the stencil buffer
- * @param enable defines if the stencil buffer must be enabled or disabled
- */
- setStencilBuffer(enable: boolean): void;
- /**
- * Gets the current stencil mask
- * @returns a number defining the new stencil mask to use
- */
- getStencilMask(): number;
- /**
- * Sets the current stencil mask
- * @param mask defines the new stencil mask to use
- */
- setStencilMask(mask: number): void;
- /**
- * Gets the current stencil function
- * @returns a number defining the stencil function to use
- */
- getStencilFunction(): number;
- /**
- * Gets the current stencil reference value
- * @returns a number defining the stencil reference value to use
- */
- getStencilFunctionReference(): number;
- /**
- * Gets the current stencil mask
- * @returns a number defining the stencil mask to use
- */
- getStencilFunctionMask(): number;
- /**
- * Sets the current stencil function
- * @param stencilFunc defines the new stencil function to use
- */
- setStencilFunction(stencilFunc: number): void;
- /**
- * Sets the current stencil reference
- * @param reference defines the new stencil reference to use
- */
- setStencilFunctionReference(reference: number): void;
- /**
- * Sets the current stencil mask
- * @param mask defines the new stencil mask to use
- */
- setStencilFunctionMask(mask: number): void;
- /**
- * Gets the current stencil operation when stencil fails
- * @returns a number defining stencil operation to use when stencil fails
- */
- getStencilOperationFail(): number;
- /**
- * Gets the current stencil operation when depth fails
- * @returns a number defining stencil operation to use when depth fails
- */
- getStencilOperationDepthFail(): number;
- /**
- * Gets the current stencil operation when stencil passes
- * @returns a number defining stencil operation to use when stencil passes
- */
- getStencilOperationPass(): number;
- /**
- * Sets the stencil operation to use when stencil fails
- * @param operation defines the stencil operation to use when stencil fails
- */
- setStencilOperationFail(operation: number): void;
- /**
- * Sets the stencil operation to use when depth fails
- * @param operation defines the stencil operation to use when depth fails
- */
- setStencilOperationDepthFail(operation: number): void;
- /**
- * Sets the stencil operation to use when stencil passes
- * @param operation defines the stencil operation to use when stencil passes
- */
- setStencilOperationPass(operation: number): void;
- /**
- * Sets a boolean indicating if the dithering state is enabled or disabled
- * @param value defines the dithering state
- */
- setDitheringState(value: boolean): void;
- /**
- * Sets a boolean indicating if the rasterizer state is enabled or disabled
- * @param value defines the rasterizer state
- */
- setRasterizerState(value: boolean): void;
- /**
- * stop executing a render loop function and remove it from the execution array
- * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
- */
- stopRenderLoop(renderFunction?: () => void): void;
- /** @hidden */
- _renderLoop(): void;
- /**
- * Register and execute a render loop. The engine can have more than one render function
- * @param renderFunction defines the function to continuously execute
- */
- runRenderLoop(renderFunction: () => void): void;
- /**
- * Toggle full screen mode
- * @param requestPointerLock defines if a pointer lock should be requested from the user
- */
- switchFullscreen(requestPointerLock: boolean): void;
- /**
- * Clear the current render buffer or the current render target (if any is set up)
- * @param color defines the color to use
- * @param backBuffer defines if the back buffer must be cleared
- * @param depth defines if the depth buffer must be cleared
- * @param stencil defines if the stencil buffer must be cleared
- */
- clear(color: Nullable<Color4>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
- /**
- * Executes a scissor clear (ie. a clear on a specific portion of the screen)
- * @param x defines the x-coordinate of the top left corner of the clear rectangle
- * @param y defines the y-coordinate of the corner of the clear rectangle
- * @param width defines the width of the clear rectangle
- * @param height defines the height of the clear rectangle
- * @param clearColor defines the clear color
- */
- scissorClear(x: number, y: number, width: number, height: number, clearColor: Color4): void;
- private _viewportCached;
- /** @hidden */
- _viewport(x: number, y: number, width: number, height: number): void;
- /**
- * Set the WebGL's viewport
- * @param viewport defines the viewport element to be used
- * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
- * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
- */
- setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
- /**
- * Directly set the WebGL Viewport
- * @param x defines the x coordinate of the viewport (in screen space)
- * @param y defines the y coordinate of the viewport (in screen space)
- * @param width defines the width of the viewport (in screen space)
- * @param height defines the height of the viewport (in screen space)
- * @return the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
- */
- setDirectViewport(x: number, y: number, width: number, height: number): Nullable<Viewport>;
- /**
- * Begin a new frame
- */
- beginFrame(): void;
- /**
- * Enf the current frame
- */
- endFrame(): void;
- /**
- * Resize the view according to the canvas' size
- */
- resize(): void;
- /**
- * Force a specific size of the canvas
- * @param width defines the new canvas' width
- * @param height defines the new canvas' height
- */
- setSize(width: number, height: number): void;
- /**
- * Gets a boolean indicating if a webVR device was detected
- * @returns true if a webVR device was detected
- */
- isVRDevicePresent(): boolean;
- /**
- * Gets the current webVR device
- * @returns the current webVR device (or null)
- */
- getVRDevice(): any;
- /**
- * Initializes a webVR display and starts listening to display change events
- * The onVRDisplayChangedObservable will be notified upon these changes
- * @returns The onVRDisplayChangedObservable
- */
- initWebVR(): Observable<IDisplayChangedEventArgs>;
- /**
- * Initializes a webVR display and starts listening to display change events
- * The onVRDisplayChangedObservable will be notified upon these changes
- * @returns A promise containing a VRDisplay and if vr is supported
- */
- initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
- /**
- * Call this function to switch to webVR mode
- * Will do nothing if webVR is not supported or if there is no webVR device
- * @see http://doc.babylonjs.com/how_to/webvr_camera
- */
- enableVR(): void;
- /**
- * Call this function to leave webVR mode
- * Will do nothing if webVR is not supported or if there is no webVR device
- * @see http://doc.babylonjs.com/how_to/webvr_camera
- */
- disableVR(): void;
- private _onVRFullScreenTriggered;
- private _getVRDisplaysAsync;
- /**
- * Binds the frame buffer to the specified texture.
- * @param texture The texture to render to or null for the default canvas
- * @param faceIndex The face of the texture to render to in case of cube texture
- * @param requiredWidth The width of the target to render to
- * @param requiredHeight The height of the target to render to
- * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
- * @param depthStencilTexture The depth stencil texture to use to render
- * @param lodLevel defines le lod level to bind to the frame buffer
- */
- bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
- private bindUnboundFramebuffer;
- /**
- * Unbind the current render target texture from the webGL context
- * @param texture defines the render target texture to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
- /**
- * Unbind a list of render target textures from the webGL context
- * This is used only when drawBuffer extension or webGL2 are active
- * @param textures defines the render target textures to unbind
- * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
- * @param onBeforeUnbind defines a function which will be called before the effective unbind
- */
- unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
- /**
- * Force the mipmap generation for the given render target texture
- * @param texture defines the render target texture to use
- */
- generateMipMapsForCubemap(texture: InternalTexture): void;
- /**
- * Force a webGL flush (ie. a flush of all waiting webGL commands)
- */
- flushFramebuffer(): void;
- /**
- * Unbind the current render target and bind the default framebuffer
- */
- restoreDefaultFramebuffer(): void;
- /**
- * Create an uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param elements defines the content of the uniform buffer
- * @returns the webGL uniform buffer
- */
- createUniformBuffer(elements: FloatArray): WebGLBuffer;
- /**
- * Create a dynamic uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param elements defines the content of the uniform buffer
- * @returns the webGL uniform buffer
- */
- createDynamicUniformBuffer(elements: FloatArray): WebGLBuffer;
- /**
- * Update an existing uniform buffer
- * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
- * @param uniformBuffer defines the target uniform buffer
- * @param elements defines the content to update
- * @param offset defines the offset in the uniform buffer where update should start
- * @param count defines the size of the data to update
- */
- updateUniformBuffer(uniformBuffer: WebGLBuffer, elements: FloatArray, offset?: number, count?: number): void;
- private _resetVertexBufferBinding;
- /**
- * Creates a vertex buffer
- * @param data the data for the vertex buffer
- * @returns the new WebGL static buffer
- */
- createVertexBuffer(data: DataArray): WebGLBuffer;
- /**
- * Creates a dynamic vertex buffer
- * @param data the data for the dynamic vertex buffer
- * @returns the new WebGL dynamic buffer
- */
- createDynamicVertexBuffer(data: DataArray): WebGLBuffer;
- /**
- * Update a dynamic index buffer
- * @param indexBuffer defines the target index buffer
- * @param indices defines the data to update
- * @param offset defines the offset in the target index buffer where update should start
- */
- updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
- /**
- * Updates a dynamic vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param data the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data
- * @param byteLength the byte length of the data
- */
- updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
- private _resetIndexBufferBinding;
- /**
- * Creates a new index buffer
- * @param indices defines the content of the index buffer
- * @param updatable defines if the index buffer must be updatable
- * @returns a new webGL buffer
- */
- createIndexBuffer(indices: IndicesArray, updatable?: boolean): WebGLBuffer;
- /**
- * Bind a webGL buffer to the webGL context
- * @param buffer defines the buffer to bind
- */
- bindArrayBuffer(buffer: Nullable<WebGLBuffer>): void;
- /**
- * Bind an uniform buffer to the current webGL context
- * @param buffer defines the buffer to bind
- */
- bindUniformBuffer(buffer: Nullable<WebGLBuffer>): void;
- /**
- * Bind a buffer to the current webGL context at a given location
- * @param buffer defines the buffer to bind
- * @param location defines the index where to bind the buffer
- */
- bindUniformBufferBase(buffer: WebGLBuffer, location: number): void;
- /**
- * Bind a specific block at a given index in a specific shader program
- * @param shaderProgram defines the shader program
- * @param blockName defines the block name
- * @param index defines the index where to bind the block
- */
- bindUniformBlock(shaderProgram: WebGLProgram, blockName: string, index: number): void;
- private bindIndexBuffer;
- private bindBuffer;
- /**
- * update the bound buffer with the given data
- * @param data defines the data to update
- */
- updateArrayBuffer(data: Float32Array): void;
- private _vertexAttribPointer;
- private _bindIndexBufferWithCache;
- private _bindVertexBuffersAttributes;
- /**
- * Records a vertex array object
- * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
- * @param vertexBuffers defines the list of vertex buffers to store
- * @param indexBuffer defines the index buffer to store
- * @param effect defines the effect to store
- * @returns the new vertex array object
- */
- recordVertexArrayObject(vertexBuffers: {
- [key: string]: VertexBuffer;
- }, indexBuffer: Nullable<WebGLBuffer>, effect: Effect): WebGLVertexArrayObject;
- /**
- * Bind a specific vertex array object
- * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
- * @param vertexArrayObject defines the vertex array object to bind
- * @param indexBuffer defines the index buffer to bind
- */
- bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<WebGLBuffer>): void;
- /**
- * Bind webGl buffers directly to the webGL context
- * @param vertexBuffer defines the vertex buffer to bind
- * @param indexBuffer defines the index buffer to bind
- * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
- * @param vertexStrideSize defines the vertex stride of the vertex buffer
- * @param effect defines the effect associated with the vertex buffer
- */
- bindBuffersDirectly(vertexBuffer: WebGLBuffer, indexBuffer: WebGLBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
- private _unbindVertexArrayObject;
- /**
- * Bind a list of vertex buffers to the webGL context
- * @param vertexBuffers defines the list of vertex buffers to bind
- * @param indexBuffer defines the index buffer to bind
- * @param effect defines the effect associated with the vertex buffers
- */
- bindBuffers(vertexBuffers: {
- [key: string]: Nullable<VertexBuffer>;
- }, indexBuffer: Nullable<WebGLBuffer>, effect: Effect): void;
- /**
- * Unbind all instance attributes
- */
- unbindInstanceAttributes(): void;
- /**
- * Release and free the memory of a vertex array object
- * @param vao defines the vertex array object to delete
- */
- releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
- /** @hidden */
- _releaseBuffer(buffer: WebGLBuffer): boolean;
- /**
- * Creates a webGL buffer to use with instanciation
- * @param capacity defines the size of the buffer
- * @returns the webGL buffer
- */
- createInstancesBuffer(capacity: number): WebGLBuffer;
- /**
- * Delete a webGL buffer used with instanciation
- * @param buffer defines the webGL buffer to delete
- */
- deleteInstancesBuffer(buffer: WebGLBuffer): void;
- /**
- * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
- * @param instancesBuffer defines the webGL buffer to update and bind
- * @param data defines the data to store in the buffer
- * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
- */
- updateAndBindInstancesBuffer(instancesBuffer: WebGLBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
- /**
- * Apply all cached states (depth, culling, stencil and alpha)
- */
- applyStates(): void;
- /**
- * Send a draw order
- * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
- /**
- * Draw a list of points
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
- /**
- * Draw a list of unindexed primitives
- * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
- /**
- * Draw a list of indexed primitives
- * @param fillMode defines the primitive to use
- * @param indexStart defines the starting index
- * @param indexCount defines the number of index to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
- /**
- * Draw a list of unindexed primitives
- * @param fillMode defines the primitive to use
- * @param verticesStart defines the index of first vertex to draw
- * @param verticesCount defines the count of vertices to draw
- * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
- */
- drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
- private _drawMode;
- /** @hidden */
- _releaseEffect(effect: Effect): void;
- /** @hidden */
- _deleteProgram(program: WebGLProgram): void;
- /**
- * Create a new effect (used to store vertex/fragment shaders)
- * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
- * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
- * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
- * @param samplers defines an array of string used to represent textures
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
- * @param onCompiled defines a function to call when the effect creation is successful
- * @param onError defines a function to call when the effect creation has failed
- * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
- * @returns the new Effect
- */
- createEffect(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: string[], defines?: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, indexParameters?: any): Effect;
- private _compileShader;
- private _compileRawShader;
- /**
- * Directly creates a webGL program
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- createRawShaderProgram(vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
- /**
- * Creates a webGL program
- * @param vertexCode defines the vertex shader code to use
- * @param fragmentCode defines the fragment shader code to use
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param context defines the webGL context to use (if not set, the current one will be used)
- * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
- * @returns the new webGL program
- */
- createShaderProgram(vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
- private _createShaderProgram;
- /**
- * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
- * @param shaderProgram defines the webGL program to use
- * @param uniformsNames defines the list of uniform names
- * @returns an array of webGL uniform locations
- */
- getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
- /**
- * Gets the lsit of active attributes for a given webGL program
- * @param shaderProgram defines the webGL program to use
- * @param attributesNames defines the list of attribute names to get
- * @returns an array of indices indicating the offset of each attribute
- */
- getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
- /**
- * Activates an effect, mkaing it the current one (ie. the one used for rendering)
- * @param effect defines the effect to activate
- */
- enableEffect(effect: Nullable<Effect>): void;
- /**
- * Set the value of an uniform to an array of int32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
- /**
- * Set the value of an uniform to an array of int32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of int32 to store
- */
- setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
- /**
- * Set the value of an uniform to an array of float32
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- setFloatArray(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- setFloatArray2(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- setFloatArray3(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
- /**
- * Set the value of an uniform to an array of float32 (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of float32 to store
- */
- setFloatArray4(uniform: Nullable<WebGLUniformLocation>, array: Float32Array): void;
- /**
- * Set the value of an uniform to an array of number
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- setArray(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
- /**
- * Set the value of an uniform to an array of number (stored as vec2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
- /**
- * Set the value of an uniform to an array of number (stored as vec3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
- /**
- * Set the value of an uniform to an array of number (stored as vec4)
- * @param uniform defines the webGL uniform location where to store the value
- * @param array defines the array of number to store
- */
- setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[]): void;
- /**
- * Set the value of an uniform to an array of float32 (stored as matrices)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrices defines the array of float32 to store
- */
- setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
- /**
- * Set the value of an uniform to a matrix
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the matrix to store
- */
- setMatrix(uniform: Nullable<WebGLUniformLocation>, matrix: Matrix): void;
- /**
- * Set the value of an uniform to a matrix (3x3)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 3x3 matrix to store
- */
- setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
- /**
- * Set the value of an uniform to a matrix (2x2)
- * @param uniform defines the webGL uniform location where to store the value
- * @param matrix defines the Float32Array representing the 2x2 matrix to store
- */
- setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
- /**
- * Set the value of an uniform to a number (int)
- * @param uniform defines the webGL uniform location where to store the value
- * @param value defines the int number to store
- */
- setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
- /**
- * Set the value of an uniform to a number (float)
- * @param uniform defines the webGL uniform location where to store the value
- * @param value defines the float number to store
- */
- setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
- /**
- * Set the value of an uniform to a vec2
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- */
- setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
- /**
- * Set the value of an uniform to a vec3
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- */
- setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
- /**
- * Set the value of an uniform to a boolean
- * @param uniform defines the webGL uniform location where to store the value
- * @param bool defines the boolean to store
- */
- setBool(uniform: Nullable<WebGLUniformLocation>, bool: number): void;
- /**
- * Set the value of an uniform to a vec4
- * @param uniform defines the webGL uniform location where to store the value
- * @param x defines the 1st component of the value
- * @param y defines the 2nd component of the value
- * @param z defines the 3rd component of the value
- * @param w defines the 4th component of the value
- */
- setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
- /**
- * Set the value of an uniform to a Color3
- * @param uniform defines the webGL uniform location where to store the value
- * @param color3 defines the color to store
- */
- setColor3(uniform: Nullable<WebGLUniformLocation>, color3: Color3): void;
- /**
- * Set the value of an uniform to a Color3 and an alpha value
- * @param uniform defines the webGL uniform location where to store the value
- * @param color3 defines the color to store
- * @param alpha defines the alpha component to store
- */
- setColor4(uniform: Nullable<WebGLUniformLocation>, color3: Color3, alpha: number): void;
- /**
- * Sets a Color4 on a uniform variable
- * @param uniform defines the uniform location
- * @param color4 defines the value to be set
- */
- setDirectColor4(uniform: Nullable<WebGLUniformLocation>, color4: Color4): void;
- /**
- * Set various states to the webGL context
- * @param culling defines backface culling state
- * @param zOffset defines the value to apply to zOffset (0 by default)
- * @param force defines if states must be applied even if cache is up to date
- * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
- */
- setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
- /**
- * Set the z offset to apply to current rendering
- * @param value defines the offset to apply
- */
- setZOffset(value: number): void;
- /**
- * Gets the current value of the zOffset
- * @returns the current zOffset state
- */
- getZOffset(): number;
- /**
- * Enable or disable depth buffering
- * @param enable defines the state to set
- */
- setDepthBuffer(enable: boolean): void;
- /**
- * Gets a boolean indicating if depth writing is enabled
- * @returns the current depth writing state
- */
- getDepthWrite(): boolean;
- /**
- * Enable or disable depth writing
- * @param enable defines the state to set
- */
- setDepthWrite(enable: boolean): void;
- /**
- * Enable or disable color writing
- * @param enable defines the state to set
- */
- setColorWrite(enable: boolean): void;
- /**
- * Gets a boolean indicating if color writing is enabled
- * @returns the current color writing state
- */
- getColorWrite(): boolean;
- /**
- * Sets alpha constants used by some alpha blending modes
- * @param r defines the red component
- * @param g defines the green component
- * @param b defines the blue component
- * @param a defines the alpha component
- */
- setAlphaConstants(r: number, g: number, b: number, a: number): void;
- /**
- * Sets the current alpha mode
- * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
- * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
- */
- setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
- /**
- * Gets the current alpha mode
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
- * @returns the current alpha mode
- */
- getAlphaMode(): number;
- /**
- * Clears the list of texture accessible through engine.
- * This can help preventing texture load conflict due to name collision.
- */
- clearInternalTexturesCache(): void;
- /**
- * Force the entire cache to be cleared
- * You should not have to use this function unless your engine needs to share the webGL context with another engine
- * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
- */
- wipeCaches(bruteForce?: boolean): void;
- /**
- * Set the compressed texture format to use, based on the formats you have, and the formats
- * supported by the hardware / browser.
- *
- * Khronos Texture Container (.ktx) files are used to support this. This format has the
- * advantage of being specifically designed for OpenGL. Header elements directly correspond
- * to API arguments needed to compressed textures. This puts the burden on the container
- * generator to house the arcane code for determining these for current & future formats.
- *
- * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
- * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
- *
- * Note: The result of this call is not taken into account when a texture is base64.
- *
- * @param formatsAvailable defines the list of those format families you have created
- * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
- *
- * Current families are astc, dxt, pvrtc, etc2, & etc1.
- * @returns The extension selected.
- */
- setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
- private _getSamplingParameters;
- private _partialLoadImg;
- private _cascadeLoadImgs;
- /** @hidden */
- _createTexture(): WebGLTexture;
- /**
- * Usually called from BABYLON.Texture.ts.
- * Passed information to create a WebGLTexture
- * @param urlArg defines a value which contains one of the following:
- * * A conventional http URL, e.g. 'http://...' or 'file://...'
- * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
- * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
- * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
- * @param scene needed for loading to the correct scene
- * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
- * @param onLoad optional callback to be called upon successful completion
- * @param onError optional callback to be called upon failure
- * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
- * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
- * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
- * @param forcedExtension defines the extension to use to pick the right loader
- * @returns a InternalTexture for assignment back into BABYLON.Texture
- */
- createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
- private _rescaleTexture;
- /**
- * Update a raw texture
- * @param texture defines the texture to update
- * @param data defines the data to store in the texture
- * @param format defines the format of the data
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
- */
- updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression?: Nullable<string>, type?: number): void;
- /**
- * Creates a raw texture
- * @param data defines the data to store in the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param format defines the format of the data
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
- * @param compression defines the compression used (null by default)
- * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @returns the raw texture inside an InternalTexture
- */
- createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
- private _unpackFlipYCached;
- /**
- * In case you are sharing the context with other applications, it might
- * be interested to not cache the unpack flip y state to ensure a consistent
- * value would be set.
- */
- enableUnpackFlipYCached: boolean;
- /** @hidden */
- _unpackFlipY(value: boolean): void;
- /** @hidden */
- _getUnpackAlignement(): number;
- /**
- * Creates a dynamic texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
- * @returns the dynamic texture inside an InternalTexture
- */
- createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
- /**
- * Update the sampling mode of a given texture
- * @param samplingMode defines the required sampling mode
- * @param texture defines the texture to update
- */
- updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
- /**
- * Update the content of a dynamic texture
- * @param texture defines the texture to update
- * @param canvas defines the canvas containing the source
- * @param invertY defines if data must be stored with Y axis inverted
- * @param premulAlpha defines if alpha is stored as premultiplied
- * @param format defines the format of the data
- */
- updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
- /**
- * Update a video texture
- * @param texture defines the texture to update
- * @param video defines the video element to use
- * @param invertY defines if data must be stored with Y axis inverted
- */
- updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
- /**
- * Updates a depth texture Comparison Mode and Function.
- * If the comparison Function is equal to 0, the mode will be set to none.
- * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
- * @param texture The texture to set the comparison function for
- * @param comparisonFunction The comparison function to set, 0 if no comparison required
- */
- updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
- private _setupDepthStencilTexture;
- /**
- * Creates a depth stencil texture.
- * This is only available in WebGL 2 or with the depth texture extension available.
- * @param size The size of face edge in the texture.
- * @param options The options defining the texture.
- * @returns The texture
- */
- createDepthStencilTexture(size: number | {
- width: number;
- height: number;
- }, options: DepthTextureCreationOptions): InternalTexture;
- /**
- * Creates a depth stencil texture.
- * This is only available in WebGL 2 or with the depth texture extension available.
- * @param size The size of face edge in the texture.
- * @param options The options defining the texture.
- * @returns The texture
- */
- private _createDepthStencilTexture;
- /**
- * Creates a depth stencil cube texture.
- * This is only available in WebGL 2.
- * @param size The size of face edge in the cube texture.
- * @param options The options defining the cube texture.
- * @returns The cube texture
- */
- private _createDepthStencilCubeTexture;
- /**
- * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
- * @param renderTarget The render target to set the frame buffer for
- */
- setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
- /**
- * Creates a new render target texture
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target texture stored in an InternalTexture
- */
- createRenderTargetTexture(size: number | {
- width: number;
- height: number;
- }, options: boolean | RenderTargetCreationOptions): InternalTexture;
- /**
- * Create a multi render target texture
- * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
- * @param size defines the size of the texture
- * @param options defines the creation options
- * @returns the cube texture as an InternalTexture
- */
- createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
- private _setupFramebufferDepthAttachments;
- /**
- * Updates the sample count of a render target texture
- * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
- * @param texture defines the texture to update
- * @param samples defines the sample count to set
- * @returns the effective sample count (could be 0 if multisample render targets are not supported)
- */
- updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
- /**
- * Update the sample count for a given multiple render target texture
- * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
- * @param textures defines the textures to update
- * @param samples defines the sample count to set
- * @returns the effective sample count (could be 0 if multisample render targets are not supported)
- */
- updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
- /** @hidden */
- _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
- /**
- * Creates a new render target cube texture
- * @param size defines the size of the texture
- * @param options defines the options used to create the texture
- * @returns a new render target cube texture stored in an InternalTexture
- */
- createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
- /**
- * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
- * @param rootUrl defines the url where the file to load is located
- * @param scene defines the current scene
- * @param lodScale defines scale to apply to the mip map selection
- * @param lodOffset defines offset to apply to the mip map selection
- * @param onLoad defines an optional callback raised when the texture is loaded
- * @param onError defines an optional callback raised if there is an issue to load the texture
- * @param format defines the format of the data
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
- * @returns the cube texture as an InternalTexture
- */
- createPrefilteredCubeTexture(rootUrl: string, scene: Nullable<Scene>, lodScale: number, lodOffset: number, onLoad?: Nullable<(internalTexture: Nullable<InternalTexture>) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean): InternalTexture;
- /**
- * Creates a cube texture
- * @param rootUrl defines the url where the files to load is located
- * @param scene defines the current scene
- * @param files defines the list of files to load (1 per face)
- * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
- * @param onLoad defines an optional callback raised when the texture is loaded
- * @param onError defines an optional callback raised if there is an issue to load the texture
- * @param format defines the format of the data
- * @param forcedExtension defines the extension to use to pick the right loader
- * @param createPolynomials if a polynomial sphere should be created for the cube texture
- * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
- * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
- * @param fallback defines texture to use while falling back when (compressed) texture file not found.
- * @returns the cube texture as an InternalTexture
- */
- createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
- /**
- * @hidden
- */
- _setCubeMapTextureParams(loadMipmap: boolean): void;
- /**
- * Update a raw cube texture
- * @param texture defines the texture to udpdate
- * @param data defines the data to store
- * @param format defines the data format
- * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param level defines which level of the texture to update
- */
- updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>, level?: number): void;
- /**
- * Creates a new raw cube texture
- * @param data defines the array of data to use to create each face
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compression used (null by default)
- * @returns the cube texture as an InternalTexture
- */
- createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
- /**
- * Creates a new raw cube texture from a specified url
- * @param url defines the url where the data is located
- * @param scene defines the current scene
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param noMipmap defines if the engine should avoid generating the mip levels
- * @param callback defines a callback used to extract texture data from loaded data
- * @param mipmapGenerator defines to provide an optional tool to generate mip levels
- * @param onLoad defines a callback called when texture is loaded
- * @param onError defines a callback called if there is an error
- * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
- * @param invertY defines if data must be stored with Y axis inverted
- * @returns the cube texture as an InternalTexture
- */
- createRawCubeTextureFromUrl(url: string, scene: Scene, size: number, format: number, type: number, noMipmap: boolean, callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>, mipmapGenerator: Nullable<((faces: ArrayBufferView[]) => ArrayBufferView[][])>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, samplingMode?: number, invertY?: boolean): InternalTexture;
- /**
- * Update a raw 3D texture
- * @param texture defines the texture to update
- * @param data defines the data to store
- * @param format defines the data format
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the used compression (can be null)
- * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
- */
- updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression?: Nullable<string>, textureType?: number): void;
- /**
- * Creates a new raw 3D texture
- * @param data defines the data used to create the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the depth of the texture
- * @param format defines the format of the texture
- * @param generateMipMaps defines if the engine must generate mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compressed used (can be null)
- * @param textureType defines the compressed used (can be null)
- * @returns a new raw 3D texture (stored in an InternalTexture)
- */
- createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
- private _prepareWebGLTextureContinuation;
- private _prepareWebGLTexture;
- private _convertRGBtoRGBATextureData;
- /** @hidden */
- _releaseFramebufferObjects(texture: InternalTexture): void;
- /** @hidden */
- _releaseTexture(texture: InternalTexture): void;
- private setProgram;
- private _boundUniforms;
- /**
- * Binds an effect to the webGL context
- * @param effect defines the effect to bind
- */
- bindSamplers(effect: Effect): void;
- private _moveBoundTextureOnTop;
- private _getCorrectTextureChannel;
- private _linkTrackers;
- private _removeDesignatedSlot;
- private _activateCurrentTexture;
- /** @hidden */
- protected _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
- /** @hidden */
- _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
- /**
- * Sets a texture to the webGL context from a postprocess
- * @param channel defines the channel to use
- * @param postProcess defines the source postprocess
- */
- setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
- /**
- * Binds the output of the passed in post process to the texture channel specified
- * @param channel The channel the texture should be bound to
- * @param postProcess The post process which's output should be bound
- */
- setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
- /**
- * Unbind all textures from the webGL context
- */
- unbindAllTextures(): void;
- /**
- * Sets a texture to the according uniform.
- * @param channel The texture channel
- * @param uniform The uniform to set
- * @param texture The texture to apply
- */
- setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
- /**
- * Sets a depth stencil texture from a render target to the according uniform.
- * @param channel The texture channel
- * @param uniform The uniform to set
- * @param texture The render target texture containing the depth stencil texture to apply
- */
- setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
- private _bindSamplerUniformToChannel;
- private _getTextureWrapMode;
- private _setTexture;
- /**
- * Sets an array of texture to the webGL context
- * @param channel defines the channel where the texture array must be set
- * @param uniform defines the associated uniform location
- * @param textures defines the array of textures to bind
- */
- setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
- /** @hidden */
- _setAnisotropicLevel(target: number, texture: BaseTexture): void;
- private _setTextureParameterFloat;
- private _setTextureParameterInteger;
- /**
- * Reads pixels from the current frame buffer. Please note that this function can be slow
- * @param x defines the x coordinate of the rectangle where pixels must be read
- * @param y defines the y coordinate of the rectangle where pixels must be read
- * @param width defines the width of the rectangle where pixels must be read
- * @param height defines the height of the rectangle where pixels must be read
- * @returns a Uint8Array containing RGBA colors
- */
- readPixels(x: number, y: number, width: number, height: number): Uint8Array;
- /**
- * Add an externaly attached data from its key.
- * This method call will fail and return false, if such key already exists.
- * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
- * @param key the unique key that identifies the data
- * @param data the data object to associate to the key for this Engine instance
- * @return true if no such key were already present and the data was added successfully, false otherwise
- */
- addExternalData<T>(key: string, data: T): boolean;
- /**
- * Get an externaly attached data from its key
- * @param key the unique key that identifies the data
- * @return the associated data, if present (can be null), or undefined if not present
- */
- getExternalData<T>(key: string): T;
- /**
- * Get an externaly attached data from its key, create it using a factory if it's not already present
- * @param key the unique key that identifies the data
- * @param factory the factory that will be called to create the instance if and only if it doesn't exists
- * @return the associated data, can be null if the factory returned null.
- */
- getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
- /**
- * Remove an externaly attached data from the Engine instance
- * @param key the unique key that identifies the data
- * @return true if the data was successfully removed, false if it doesn't exist
- */
- removeExternalData(key: string): boolean;
- /**
- * Unbind all vertex attributes from the webGL context
- */
- unbindAllAttributes(): void;
- /**
- * Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
- */
- releaseEffects(): void;
- /**
- * Dispose and release all associated resources
- */
- dispose(): void;
- /**
- * Display the loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- displayLoadingUI(): void;
- /**
- * Hide the loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- hideLoadingUI(): void;
- /**
- * Gets the current loading screen object
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- /**
- * Sets the current loading screen object
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- loadingScreen: ILoadingScreen;
- /**
- * Sets the current loading screen text
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- loadingUIText: string;
- /**
- * Sets the current loading screen background color
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- loadingUIBackgroundColor: string;
- /**
- * Attach a new callback raised when context lost event is fired
- * @param callback defines the callback to call
- */
- attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
- /**
- * Attach a new callback raised when context restored event is fired
- * @param callback defines the callback to call
- */
- attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
- /**
- * Gets the source code of the vertex shader associated with a specific webGL program
- * @param program defines the program to use
- * @returns a string containing the source code of the vertex shader associated with the program
- */
- getVertexShaderSource(program: WebGLProgram): Nullable<string>;
- /**
- * Gets the source code of the fragment shader associated with a specific webGL program
- * @param program defines the program to use
- * @returns a string containing the source code of the fragment shader associated with the program
- */
- getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
- /**
- * Get the current error code of the webGL context
- * @returns the error code
- * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
- */
- getError(): number;
- /**
- * Gets the current framerate
- * @returns a number representing the framerate
- */
- getFps(): number;
- /**
- * Gets the time spent between current and previous frame
- * @returns a number representing the delta time in ms
- */
- getDeltaTime(): number;
- private _measureFps;
- /** @hidden */
- _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
- private _canRenderToFloatFramebuffer;
- private _canRenderToHalfFloatFramebuffer;
- private _canRenderToFramebuffer;
- /** @hidden */
- _getWebGLTextureType(type: number): number;
- private _getInternalFormat;
- /** @hidden */
- _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
- /** @hidden */
- _getRGBAMultiSampleBufferFormat(type: number): number;
- /** @hidden */
- _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, database?: Database, useArrayBuffer?: boolean, onError?: (request?: XMLHttpRequest, exception?: any) => void): IFileRequest;
- /** @hidden */
- _loadFileAsync(url: string, database?: Database, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
- private _partialLoadFile;
- private _cascadeLoadFiles;
- /**
- * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
- * @returns true if the engine can be created
- * @ignorenaming
- */
- static isSupported(): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Options to create the null engine
- */
- class NullEngineOptions {
- /**
- * Render width (Default: 512)
- */
- renderWidth: number;
- /**
- * Render height (Default: 256)
- */
- renderHeight: number;
- /**
- * Texture size (Default: 512)
- */
- textureSize: number;
- /**
- * If delta time between frames should be constant
- * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- deterministicLockstep: boolean;
- /**
- * Maximum about of steps between frames (Default: 4)
- * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- lockstepMaxSteps: number;
- }
- /**
- * The null engine class provides support for headless version of babylon.js.
- * This can be used in server side scenario or for testing purposes
- */
- class NullEngine extends Engine {
- private _options;
- /**
- * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
- */
- isDeterministicLockStep(): boolean;
- /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
- getLockstepMaxSteps(): number;
- /**
- * Sets hardware scaling, used to save performance if needed
- * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- getHardwareScalingLevel(): number;
- constructor(options?: NullEngineOptions);
- createVertexBuffer(vertices: FloatArray): WebGLBuffer;
- createIndexBuffer(indices: IndicesArray): WebGLBuffer;
- clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
- getRenderWidth(useScreen?: boolean): number;
- getRenderHeight(useScreen?: boolean): number;
- setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
- createShaderProgram(vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
- getUniforms(shaderProgram: WebGLProgram, uniformsNames: string[]): WebGLUniformLocation[];
- getAttributes(shaderProgram: WebGLProgram, attributesNames: string[]): number[];
- bindSamplers(effect: Effect): void;
- enableEffect(effect: Effect): void;
- setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
- setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
- setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
- setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
- setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
- setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
- setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
- setArray(uniform: WebGLUniformLocation, array: number[]): void;
- setArray2(uniform: WebGLUniformLocation, array: number[]): void;
- setArray3(uniform: WebGLUniformLocation, array: number[]): void;
- setArray4(uniform: WebGLUniformLocation, array: number[]): void;
- setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
- setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
- setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
- setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
- setFloat(uniform: WebGLUniformLocation, value: number): void;
- setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
- setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
- setBool(uniform: WebGLUniformLocation, bool: number): void;
- setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
- setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
- setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
- setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
- bindBuffers(vertexBuffers: {
- [key: string]: VertexBuffer;
- }, indexBuffer: WebGLBuffer, effect: Effect): void;
- wipeCaches(bruteForce?: boolean): void;
- draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
- drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
- drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
- /** @hidden */
- _createTexture(): WebGLTexture;
- /** @hidden */
- _releaseTexture(texture: InternalTexture): void;
- createTexture(urlArg: string, noMipmap: boolean, invertY: boolean, scene: Scene, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<ArrayBuffer | HTMLImageElement>, fallBack?: InternalTexture, format?: number): InternalTexture;
- createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
- updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
- bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
- unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
- createDynamicVertexBuffer(vertices: FloatArray): WebGLBuffer;
- updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
- /**
- * @hidden
- * Get the current error code of the webGL context
- * @returns the error code
- * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
- */
- getError(): number;
- /** @hidden */
- _getUnpackAlignement(): number;
- /** @hidden */
- _unpackFlipY(value: boolean): void;
- updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
- /**
- * Updates a dynamic vertex buffer.
- * @param vertexBuffer the vertex buffer to update
- * @param data the data used to update the vertex buffer
- * @param byteOffset the byte offset of the data (optional)
- * @param byteLength the byte length of the data (optional)
- */
- updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
- protected _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
- /** @hidden */
- _bindTexture(channel: number, texture: InternalTexture): void;
- /** @hidden */
- _releaseBuffer(buffer: WebGLBuffer): boolean;
- releaseEffects(): void;
- displayLoadingUI(): void;
- hideLoadingUI(): void;
- /** @hidden */
- _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
- /** @hidden */
- _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
- }
- }
- interface WebGLRenderingContext {
- readonly RASTERIZER_DISCARD: number;
- readonly DEPTH_COMPONENT24: number;
- readonly TEXTURE_3D: number;
- readonly TEXTURE_2D_ARRAY: number;
- readonly TEXTURE_COMPARE_FUNC: number;
- readonly TEXTURE_COMPARE_MODE: number;
- readonly COMPARE_REF_TO_TEXTURE: number;
- readonly TEXTURE_WRAP_R: number;
- readonly HALF_FLOAT: number;
- readonly RGB8: number;
- readonly RED_INTEGER: number;
- readonly RG_INTEGER: number;
- readonly RGB_INTEGER: number;
- readonly RGBA_INTEGER: number;
- readonly R8_SNORM: number;
- readonly RG8_SNORM: number;
- readonly RGB8_SNORM: number;
- readonly RGBA8_SNORM: number;
- readonly R8I: number;
- readonly RG8I: number;
- readonly RGB8I: number;
- readonly RGBA8I: number;
- readonly R8UI: number;
- readonly RG8UI: number;
- readonly RGB8UI: number;
- readonly RGBA8UI: number;
- readonly R16I: number;
- readonly RG16I: number;
- readonly RGB16I: number;
- readonly RGBA16I: number;
- readonly R16UI: number;
- readonly RG16UI: number;
- readonly RGB16UI: number;
- readonly RGBA16UI: number;
- readonly R32I: number;
- readonly RG32I: number;
- readonly RGB32I: number;
- readonly RGBA32I: number;
- readonly R32UI: number;
- readonly RG32UI: number;
- readonly RGB32UI: number;
- readonly RGBA32UI: number;
- readonly RGB10_A2UI: number;
- readonly R11F_G11F_B10F: number;
- readonly RGB9_E5: number;
- readonly RGB10_A2: number;
- readonly UNSIGNED_INT_2_10_10_10_REV: number;
- readonly UNSIGNED_INT_10F_11F_11F_REV: number;
- readonly UNSIGNED_INT_5_9_9_9_REV: number;
- readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
- texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
- texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
- texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ImageBitmap | ImageData | HTMLVideoElement | HTMLImageElement | HTMLCanvasElement): void;
- compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
- readonly TRANSFORM_FEEDBACK: number;
- readonly INTERLEAVED_ATTRIBS: number;
- readonly TRANSFORM_FEEDBACK_BUFFER: number;
- createTransformFeedback(): WebGLTransformFeedback;
- deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
- bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
- beginTransformFeedback(primitiveMode: number): void;
- endTransformFeedback(): void;
- transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
- clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
- clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
- clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
- clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
- }
- interface ImageBitmap {
- readonly width: number;
- readonly height: number;
- close(): void;
- }
- interface WebGLQuery extends WebGLObject {
- }
- declare var WebGLQuery: {
- prototype: WebGLQuery;
- new (): WebGLQuery;
- };
- interface WebGLSampler extends WebGLObject {
- }
- declare var WebGLSampler: {
- prototype: WebGLSampler;
- new (): WebGLSampler;
- };
- interface WebGLSync extends WebGLObject {
- }
- declare var WebGLSync: {
- prototype: WebGLSync;
- new (): WebGLSync;
- };
- interface WebGLTransformFeedback extends WebGLObject {
- }
- declare var WebGLTransformFeedback: {
- prototype: WebGLTransformFeedback;
- new (): WebGLTransformFeedback;
- };
- interface WebGLVertexArrayObject extends WebGLObject {
- }
- declare var WebGLVertexArrayObject: {
- prototype: WebGLVertexArrayObject;
- new (): WebGLVertexArrayObject;
- };
- declare module BABYLON {
- /**
- * Class used to store bounding box information
- */
- class BoundingBox implements ICullable {
- /**
- * Gets the 8 vectors representing the bounding box in local space
- */
- vectors: Vector3[];
- /**
- * Gets the center of the bounding box in local space
- */
- center: Vector3;
- /**
- * Gets the center of the bounding box in world space
- */
- centerWorld: Vector3;
- /**
- * Gets the extend size in local space
- */
- extendSize: Vector3;
- /**
- * Gets the extend size in world space
- */
- extendSizeWorld: Vector3;
- /**
- * Gets the OBB (object bounding box) directions
- */
- directions: Vector3[];
- /**
- * Gets the 8 vectors representing the bounding box in world space
- */
- vectorsWorld: Vector3[];
- /**
- * Gets the minimum vector in world space
- */
- minimumWorld: Vector3;
- /**
- * Gets the maximum vector in world space
- */
- maximumWorld: Vector3;
- /**
- * Gets the minimum vector in local space
- */
- minimum: Vector3;
- /**
- * Gets the maximum vector in local space
- */
- maximum: Vector3;
- private _worldMatrix;
- /**
- * @hidden
- */
- _tag: number;
- /**
- * Creates a new bounding box
- * @param min defines the minimum vector (in local space)
- * @param max defines the maximum vector (in local space)
- */
- constructor(min: Vector3, max: Vector3);
- /**
- * Recreates the entire bounding box from scratch
- * @param min defines the new minimum vector (in local space)
- * @param max defines the new maximum vector (in local space)
- */
- reConstruct(min: Vector3, max: Vector3): void;
- /**
- * Scale the current bounding box by applying a scale factor
- * @param factor defines the scale factor to apply
- * @returns the current bounding box
- */
- scale(factor: number): BoundingBox;
- /**
- * Gets the world matrix of the bounding box
- * @returns a matrix
- */
- getWorldMatrix(): Matrix;
- /**
- * Sets the world matrix stored in the bounding box
- * @param matrix defines the matrix to store
- * @returns current bounding box
- */
- setWorldMatrix(matrix: Matrix): BoundingBox;
- /** @hidden */
- _update(world: Matrix): void;
- /**
- * Tests if the bounding box is intersecting the frustum planes
- * @param frustumPlanes defines the frustum planes to test
- * @returns true if there is an intersection
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Tests if the bounding box is entirely inside the frustum planes
- * @param frustumPlanes defines the frustum planes to test
- * @returns true if there is an inclusion
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Tests if a point is inside the bounding box
- * @param point defines the point to test
- * @returns true if the point is inside the bounding box
- */
- intersectsPoint(point: Vector3): boolean;
- /**
- * Tests if the bounding box intersects with a bounding sphere
- * @param sphere defines the sphere to test
- * @returns true if there is an intersection
- */
- intersectsSphere(sphere: BoundingSphere): boolean;
- /**
- * Tests if the bounding box intersects with a box defined by a min and max vectors
- * @param min defines the min vector to use
- * @param max defines the max vector to use
- * @returns true if there is an intersection
- */
- intersectsMinMax(min: Vector3, max: Vector3): boolean;
- /**
- * Tests if two bounding boxes are intersections
- * @param box0 defines the first box to test
- * @param box1 defines the second box to test
- * @returns true if there is an intersection
- */
- static Intersects(box0: BoundingBox, box1: BoundingBox): boolean;
- /**
- * Tests if a bounding box defines by a min/max vectors intersects a sphere
- * @param minPoint defines the minimum vector of the bounding box
- * @param maxPoint defines the maximum vector of the bounding box
- * @param sphereCenter defines the sphere center
- * @param sphereRadius defines the sphere radius
- * @returns true if there is an intersection
- */
- static IntersectsSphere(minPoint: Vector3, maxPoint: Vector3, sphereCenter: Vector3, sphereRadius: number): boolean;
- /**
- * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
- * @param boundingVectors defines an array of 8 vectors representing a bounding box
- * @param frustumPlanes defines the frustum planes to test
- * @return true if there is an inclusion
- */
- static IsCompletelyInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
- /**
- * Tests if a bounding box defined with 8 vectors intersects frustum planes
- * @param boundingVectors defines an array of 8 vectors representing a bounding box
- * @param frustumPlanes defines the frustum planes to test
- * @return true if there is an intersection
- */
- static IsInFrustum(boundingVectors: Vector3[], frustumPlanes: Plane[]): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Interface for cullable objects
- * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
- */
- interface ICullable {
- /**
- * Checks if the object or part of the object is in the frustum
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * Unlike isInFrustum this cheks the full bounding box
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- }
- /**
- * Info for a bounding data of a mesh
- */
- class BoundingInfo implements ICullable {
- /**
- * Bounding box for the mesh
- */
- boundingBox: BoundingBox;
- /**
- * Bounding sphere for the mesh
- */
- boundingSphere: BoundingSphere;
- private _isLocked;
- /**
- * Constructs bounding info
- * @param minimum min vector of the bounding box/sphere
- * @param maximum max vector of the bounding box/sphere
- */
- constructor(minimum: Vector3, maximum: Vector3);
- /**
- * min vector of the bounding box/sphere
- */
- readonly minimum: Vector3;
- /**
- * max vector of the bounding box/sphere
- */
- readonly maximum: Vector3;
- /**
- * If the info is locked and won't be updated to avoid perf overhead
- */
- isLocked: boolean;
- /**
- * Updates the boudning sphere and box
- * @param world world matrix to be used to update
- */
- update(world: Matrix): void;
- /**
- * Recreate the bounding info to be centered around a specific point given a specific extend.
- * @param center New center of the bounding info
- * @param extend New extend of the bounding info
- * @returns the current bounding info
- */
- centerOn(center: Vector3, extend: Vector3): BoundingInfo;
- /**
- * Scale the current bounding info by applying a scale factor
- * @param factor defines the scale factor to apply
- * @returns the current bounding info
- */
- scale(factor: number): BoundingInfo;
- /**
- * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
- * @param frustumPlanes defines the frustum to test
- * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
- * @returns true if the bounding info is in the frustum planes
- */
- isInFrustum(frustumPlanes: Plane[], strategy?: number): boolean;
- /**
- * Gets the world distance between the min and max points of the bounding box
- */
- readonly diagonalLength: number;
- /**
- * Checks if a cullable object (mesh...) is in the camera frustum
- * Unlike isInFrustum this cheks the full bounding box
- * @param frustumPlanes Camera near/planes
- * @returns true if the object is in frustum otherwise false
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- /** @hidden */
- _checkCollision(collider: Collider): boolean;
- /**
- * Checks if a point is inside the bounding box and bounding sphere or the mesh
- * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
- * @param point the point to check intersection with
- * @returns if the point intersects
- */
- intersectsPoint(point: Vector3): boolean;
- /**
- * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
- * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
- * @param boundingInfo the bounding info to check intersection with
- * @param precise if the intersection should be done using OBB
- * @returns if the bounding info intersects
- */
- intersects(boundingInfo: BoundingInfo, precise: boolean): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store bounding sphere information
- */
- class BoundingSphere {
- /**
- * Gets the center of the bounding sphere in local space
- */
- center: Vector3;
- /**
- * Radius of the bounding sphere in local space
- */
- radius: number;
- /**
- * Gets the center of the bounding sphere in world space
- */
- centerWorld: Vector3;
- /**
- * Radius of the bounding sphere in world space
- */
- radiusWorld: number;
- /**
- * Gets the minimum vector in local space
- */
- minimum: Vector3;
- /**
- * Gets the maximum vector in local space
- */
- maximum: Vector3;
- /**
- * Creates a new bounding sphere
- * @param min defines the minimum vector (in local space)
- * @param max defines the maximum vector (in local space)
- */
- constructor(min: Vector3, max: Vector3);
- /**
- * Recreates the entire bounding sphere from scratch
- * @param min defines the new minimum vector (in local space)
- * @param max defines the new maximum vector (in local space)
- */
- reConstruct(min: Vector3, max: Vector3): void;
- /**
- * Scale the current bounding sphere by applying a scale factor
- * @param factor defines the scale factor to apply
- * @returns the current bounding box
- */
- scale(factor: number): BoundingSphere;
- /** @hidden */
- _update(world: Matrix): void;
- /**
- * Tests if the bounding sphere is intersecting the frustum planes
- * @param frustumPlanes defines the frustum planes to test
- * @returns true if there is an intersection
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Tests if a point is inside the bounding sphere
- * @param point defines the point to test
- * @returns true if the point is inside the bounding sphere
- */
- intersectsPoint(point: Vector3): boolean;
- /**
- * Checks if two sphere intersct
- * @param sphere0 sphere 0
- * @param sphere1 sphere 1
- * @returns true if the speres intersect
- */
- static Intersects(sphere0: BoundingSphere, sphere1: BoundingSphere): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Class representing a ray with position and direction
- */
- class Ray {
- /** origin point */
- origin: Vector3;
- /** direction */
- direction: Vector3;
- /** length of the ray */
- length: number;
- private _edge1;
- private _edge2;
- private _pvec;
- private _tvec;
- private _qvec;
- private _tmpRay;
- /**
- * Creates a new ray
- * @param origin origin point
- * @param direction direction
- * @param length length of the ray
- */
- constructor(
- /** origin point */
- origin: Vector3,
- /** direction */
- direction: Vector3,
- /** length of the ray */
- length?: number);
- /**
- * Checks if the ray intersects a box
- * @param minimum bound of the box
- * @param maximum bound of the box
- * @returns if the box was hit
- */
- intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean;
- /**
- * Checks if the ray intersects a box
- * @param box the bounding box to check
- * @returns if the box was hit
- */
- intersectsBox(box: BoundingBox): boolean;
- /**
- * If the ray hits a sphere
- * @param sphere the bounding sphere to check
- * @returns true if it hits the sphere
- */
- intersectsSphere(sphere: BoundingSphere): boolean;
- /**
- * If the ray hits a triange
- * @param vertex0 triangle vertex
- * @param vertex1 triangle vertex
- * @param vertex2 triangle vertex
- * @returns intersection information if hit
- */
- intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): Nullable<IntersectionInfo>;
- /**
- * Checks if ray intersects a plane
- * @param plane the plane to check
- * @returns the distance away it was hit
- */
- intersectsPlane(plane: Plane): Nullable<number>;
- /**
- * Checks if ray intersects a mesh
- * @param mesh the mesh to check
- * @param fastCheck if only the bounding box should checked
- * @returns picking info of the intersecton
- */
- intersectsMesh(mesh: AbstractMesh, fastCheck?: boolean): PickingInfo;
- /**
- * Checks if ray intersects a mesh
- * @param meshes the meshes to check
- * @param fastCheck if only the bounding box should checked
- * @param results array to store result in
- * @returns Array of picking infos
- */
- intersectsMeshes(meshes: Array<AbstractMesh>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
- private _comparePickingInfo;
- private static smallnum;
- private static rayl;
- /**
- * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
- * @param sega the first point of the segment to test the intersection against
- * @param segb the second point of the segment to test the intersection against
- * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
- * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
- */
- intersectionSegment(sega: Vector3, segb: Vector3, threshold: number): number;
- /**
- * Update the ray from viewport position
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @returns this ray updated
- */
- update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
- /**
- * Creates a ray with origin and direction of 0,0,0
- * @returns the new ray
- */
- static Zero(): Ray;
- /**
- * Creates a new ray from screen space and viewport
- * @param x position
- * @param y y position
- * @param viewportWidth viewport width
- * @param viewportHeight viewport height
- * @param world world matrix
- * @param view view matrix
- * @param projection projection matrix
- * @returns new ray
- */
- static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray;
- /**
- * 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
- * transformed to the given world matrix.
- * @param origin The origin point
- * @param end The end point
- * @param world a matrix to transform the ray to. Default is the identity matrix.
- * @returns the new ray
- */
- static CreateNewFromTo(origin: Vector3, end: Vector3, world?: Matrix): Ray;
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @returns the resulting new ray
- */
- static Transform(ray: Ray, matrix: Matrix): Ray;
- /**
- * Transforms a ray by a matrix
- * @param ray ray to transform
- * @param matrix matrix to apply
- * @param result ray to store result in
- */
- static TransformToRef(ray: Ray, matrix: Matrix, result: Ray): void;
- }
- }
- declare module BABYLON {
- /**
- * Gather the list of keyboard event types as constants.
- */
- class KeyboardEventTypes {
- /**
- * The keydown event is fired when a key becomes active (pressed).
- */
- static readonly KEYDOWN: number;
- /**
- * The keyup event is fired when a key has been released.
- */
- static readonly KEYUP: number;
- }
- /**
- * This class is used to store keyboard related info for the onKeyboardObservable event.
- */
- class KeyboardInfo {
- /**
- * Defines the type of event (BABYLON.KeyboardEventTypes)
- */
- type: number;
- /**
- * Defines the related dom event
- */
- event: KeyboardEvent;
- /**
- * Instantiates a new keyboard info.
- * This class is used to store keyboard related info for the onKeyboardObservable event.
- * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
- * @param event Defines the related dom event
- */
- constructor(
- /**
- * Defines the type of event (BABYLON.KeyboardEventTypes)
- */
- type: number,
- /**
- * Defines the related dom event
- */
- event: KeyboardEvent);
- }
- /**
- * This class is used to store keyboard related info for the onPreKeyboardObservable event.
- * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
- */
- class KeyboardInfoPre extends KeyboardInfo {
- /**
- * Defines the type of event (BABYLON.KeyboardEventTypes)
- */
- type: number;
- /**
- * Defines the related dom event
- */
- event: KeyboardEvent;
- /**
- * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
- */
- skipOnPointerObservable: boolean;
- /**
- * Instantiates a new keyboard pre info.
- * This class is used to store keyboard related info for the onPreKeyboardObservable event.
- * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
- * @param event Defines the related dom event
- */
- constructor(
- /**
- * Defines the type of event (BABYLON.KeyboardEventTypes)
- */
- type: number,
- /**
- * Defines the related dom event
- */
- event: KeyboardEvent);
- }
- }
- declare module BABYLON {
- /**
- * Gather the list of pointer event types as constants.
- */
- class PointerEventTypes {
- /**
- * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
- */
- static readonly POINTERDOWN: number;
- /**
- * The pointerup event is fired when a pointer is no longer active.
- */
- static readonly POINTERUP: number;
- /**
- * The pointermove event is fired when a pointer changes coordinates.
- */
- static readonly POINTERMOVE: number;
- /**
- * The pointerwheel event is fired when a mouse wheel has been rotated.
- */
- static readonly POINTERWHEEL: number;
- /**
- * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
- */
- static readonly POINTERPICK: number;
- /**
- * The pointertap event is fired when a the object has been touched and released without drag.
- */
- static readonly POINTERTAP: number;
- /**
- * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
- */
- static readonly POINTERDOUBLETAP: number;
- }
- /**
- * Base class of pointer info types.
- */
- class PointerInfoBase {
- /**
- * Defines the type of event (BABYLON.PointerEventTypes)
- */
- type: number;
- /**
- * Defines the related dom event
- */
- event: PointerEvent | MouseWheelEvent;
- /**
- * Instantiates the base class of pointers info.
- * @param type Defines the type of event (BABYLON.PointerEventTypes)
- * @param event Defines the related dom event
- */
- constructor(
- /**
- * Defines the type of event (BABYLON.PointerEventTypes)
- */
- type: number,
- /**
- * Defines the related dom event
- */
- event: PointerEvent | MouseWheelEvent);
- }
- /**
- * This class is used to store pointer related info for the onPrePointerObservable event.
- * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
- */
- class PointerInfoPre extends PointerInfoBase {
- /**
- * Ray from a pointer if availible (eg. 6dof controller)
- */
- ray: Nullable<Ray>;
- /**
- * Defines the local position of the pointer on the canvas.
- */
- localPosition: Vector2;
- /**
- * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
- */
- skipOnPointerObservable: boolean;
- /**
- * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
- * @param type Defines the type of event (BABYLON.PointerEventTypes)
- * @param event Defines the related dom event
- * @param localX Defines the local x coordinates of the pointer when the event occured
- * @param localY Defines the local y coordinates of the pointer when the event occured
- */
- constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
- }
- /**
- * This type contains all the data related to a pointer event in Babylon.js.
- * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
- */
- class PointerInfo extends PointerInfoBase {
- /**
- * Defines the picking info associated to the info (if any)\
- */
- pickInfo: Nullable<PickingInfo>;
- /**
- * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
- * @param type Defines the type of event (BABYLON.PointerEventTypes)
- * @param event Defines the related dom event
- * @param pickInfo Defines the picking info associated to the info (if any)\
- */
- constructor(type: number, event: PointerEvent | MouseWheelEvent,
- /**
- * Defines the picking info associated to the info (if any)\
- */
- pickInfo: Nullable<PickingInfo>);
- }
- }
- declare module BABYLON {
- /**
- * Represents a gamepad control stick position
- */
- class StickValues {
- /**
- * The x component of the control stick
- */
- x: number;
- /**
- * The y component of the control stick
- */
- y: number;
- /**
- * Initializes the gamepad x and y control stick values
- * @param x The x component of the gamepad control stick value
- * @param y The y component of the gamepad control stick value
- */
- constructor(
- /**
- * The x component of the control stick
- */
- x: number,
- /**
- * The y component of the control stick
- */
- y: number);
- }
- /**
- * An interface which manages callbacks for gamepad button changes
- */
- interface GamepadButtonChanges {
- /**
- * Called when a gamepad has been changed
- */
- changed: boolean;
- /**
- * Called when a gamepad press event has been triggered
- */
- pressChanged: boolean;
- /**
- * Called when a touch event has been triggered
- */
- touchChanged: boolean;
- /**
- * Called when a value has changed
- */
- valueChanged: boolean;
- }
- /**
- * Represents a gamepad
- */
- class Gamepad {
- /**
- * The id of the gamepad
- */
- id: string;
- /**
- * The index of the gamepad
- */
- index: number;
- /**
- * The browser gamepad
- */
- browserGamepad: any;
- /**
- * Specifies what type of gamepad this represents
- */
- type: number;
- private _leftStick;
- private _rightStick;
- /** @hidden */
- _isConnected: boolean;
- private _leftStickAxisX;
- private _leftStickAxisY;
- private _rightStickAxisX;
- private _rightStickAxisY;
- /**
- * Triggered when the left control stick has been changed
- */
- private _onleftstickchanged;
- /**
- * Triggered when the right control stick has been changed
- */
- private _onrightstickchanged;
- /**
- * Represents a gamepad controller
- */
- static GAMEPAD: number;
- /**
- * Represents a generic controller
- */
- static GENERIC: number;
- /**
- * Represents an XBox controller
- */
- static XBOX: number;
- /**
- * Represents a pose-enabled controller
- */
- static POSE_ENABLED: number;
- /**
- * Specifies whether the left control stick should be Y-inverted
- */
- protected _invertLeftStickY: boolean;
- /**
- * Specifies if the gamepad has been connected
- */
- readonly isConnected: boolean;
- /**
- * Initializes the gamepad
- * @param id The id of the gamepad
- * @param index The index of the gamepad
- * @param browserGamepad The browser gamepad
- * @param leftStickX The x component of the left joystick
- * @param leftStickY The y component of the left joystick
- * @param rightStickX The x component of the right joystick
- * @param rightStickY The y component of the right joystick
- */
- constructor(
- /**
- * The id of the gamepad
- */
- id: string,
- /**
- * The index of the gamepad
- */
- index: number,
- /**
- * The browser gamepad
- */
- browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
- /**
- * Callback triggered when the left joystick has changed
- * @param callback
- */
- onleftstickchanged(callback: (values: StickValues) => void): void;
- /**
- * Callback triggered when the right joystick has changed
- * @param callback
- */
- onrightstickchanged(callback: (values: StickValues) => void): void;
- /**
- * Gets the left joystick
- */
- /**
- * Sets the left joystick values
- */
- leftStick: StickValues;
- /**
- * Gets the right joystick
- */
- /**
- * Sets the right joystick value
- */
- rightStick: StickValues;
- /**
- * Updates the gamepad joystick positions
- */
- update(): void;
- /**
- * Disposes the gamepad
- */
- dispose(): void;
- }
- /**
- * Represents a generic gamepad
- */
- class GenericPad extends Gamepad {
- private _buttons;
- private _onbuttondown;
- private _onbuttonup;
- /**
- * Observable triggered when a button has been pressed
- */
- onButtonDownObservable: Observable<number>;
- /**
- * Observable triggered when a button has been released
- */
- onButtonUpObservable: Observable<number>;
- /**
- * Callback triggered when a button has been pressed
- * @param callback Called when a button has been pressed
- */
- onbuttondown(callback: (buttonPressed: number) => void): void;
- /**
- * Callback triggered when a button has been released
- * @param callback Called when a button has been released
- */
- onbuttonup(callback: (buttonReleased: number) => void): void;
- /**
- * Initializes the generic gamepad
- * @param id The id of the generic gamepad
- * @param index The index of the generic gamepad
- * @param browserGamepad The browser gamepad
- */
- constructor(id: string, index: number, browserGamepad: any);
- private _setButtonValue;
- /**
- * Updates the generic gamepad
- */
- update(): void;
- /**
- * Disposes the generic gamepad
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Manager for handling gamepads
- */
- class GamepadManager {
- private _scene?;
- private _babylonGamepads;
- private _oneGamepadConnected;
- /** @hidden */
- _isMonitoring: boolean;
- private _gamepadEventSupported;
- private _gamepadSupport;
- /**
- * observable to be triggered when the gamepad controller has been connected
- */
- onGamepadConnectedObservable: Observable<Gamepad>;
- /**
- * observable to be triggered when the gamepad controller has been disconnected
- */
- onGamepadDisconnectedObservable: Observable<Gamepad>;
- private _onGamepadConnectedEvent;
- private _onGamepadDisconnectedEvent;
- /**
- * Initializes the gamepad manager
- * @param _scene BabylonJS scene
- */
- constructor(_scene?: Scene | undefined);
- /**
- * The gamepads in the game pad manager
- */
- readonly gamepads: Gamepad[];
- /**
- * Get the gamepad controllers based on type
- * @param type The type of gamepad controller
- * @returns Nullable gamepad
- */
- getGamepadByType(type?: number): Nullable<Gamepad>;
- /**
- * Disposes the gamepad manager
- */
- dispose(): void;
- private _addNewGamepad;
- private _startMonitoringGamepads;
- private _stopMonitoringGamepads;
- /** @hidden */
- _checkGamepadsStatus(): void;
- private _updateGamepadObjects;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden */
- _gamepadManager: Nullable<GamepadManager>;
- /**
- * Gets the gamepad manager associated with the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
- */
- gamepadManager: GamepadManager;
- }
- /**
- * Interface representing a free camera inputs manager
- */
- interface FreeCameraInputsManager {
- /**
- * Adds gamepad input support to the FreeCameraInputsManager.
- * @returns the FreeCameraInputsManager
- */
- addGamepad(): FreeCameraInputsManager;
- }
- /**
- * Interface representing an arc rotate camera inputs manager
- */
- interface ArcRotateCameraInputsManager {
- /**
- * Adds gamepad input support to the ArcRotateCamera InputManager.
- * @returns the camera inputs manager
- */
- addGamepad(): ArcRotateCameraInputsManager;
- }
- /**
- * Defines the gamepad scene component responsible to manage gamepads in a given scene
- */
- class GamepadSystemSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- private _beforeCameraUpdate;
- }
- }
- declare module BABYLON {
- /**
- * Defines supported buttons for XBox360 compatible gamepads
- */
- enum Xbox360Button {
- /** A */
- A = 0,
- /** B */
- B = 1,
- /** X */
- X = 2,
- /** Y */
- Y = 3,
- /** Start */
- Start = 4,
- /** Back */
- Back = 5,
- /** Left button */
- LB = 6,
- /** Right button */
- RB = 7,
- /** Left stick */
- LeftStick = 8,
- /** Right stick */
- RightStick = 9
- }
- /** Defines values for XBox360 DPad */
- enum Xbox360Dpad {
- /** Up */
- Up = 0,
- /** Down */
- Down = 1,
- /** Left */
- Left = 2,
- /** Right */
- Right = 3
- }
- /**
- * Defines a XBox360 gamepad
- */
- class Xbox360Pad extends Gamepad {
- private _leftTrigger;
- private _rightTrigger;
- private _onlefttriggerchanged;
- private _onrighttriggerchanged;
- private _onbuttondown;
- private _onbuttonup;
- private _ondpaddown;
- private _ondpadup;
- /** Observable raised when a button is pressed */
- onButtonDownObservable: Observable<Xbox360Button>;
- /** Observable raised when a button is released */
- onButtonUpObservable: Observable<Xbox360Button>;
- /** Observable raised when a pad is pressed */
- onPadDownObservable: Observable<Xbox360Dpad>;
- /** Observable raised when a pad is released */
- onPadUpObservable: Observable<Xbox360Dpad>;
- private _buttonA;
- private _buttonB;
- private _buttonX;
- private _buttonY;
- private _buttonBack;
- private _buttonStart;
- private _buttonLB;
- private _buttonRB;
- private _buttonLeftStick;
- private _buttonRightStick;
- private _dPadUp;
- private _dPadDown;
- private _dPadLeft;
- private _dPadRight;
- private _isXboxOnePad;
- /**
- * Creates a new XBox360 gamepad object
- * @param id defines the id of this gamepad
- * @param index defines its index
- * @param gamepad defines the internal HTML gamepad object
- * @param xboxOne defines if it is a XBox One gamepad
- */
- constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
- /**
- * Defines the callback to call when left trigger is pressed
- * @param callback defines the callback to use
- */
- onlefttriggerchanged(callback: (value: number) => void): void;
- /**
- * Defines the callback to call when right trigger is pressed
- * @param callback defines the callback to use
- */
- onrighttriggerchanged(callback: (value: number) => void): void;
- /**
- * Gets the left trigger value
- */
- /**
- * Sets the left trigger value
- */
- leftTrigger: number;
- /**
- * Gets the right trigger value
- */
- /**
- * Sets the right trigger value
- */
- rightTrigger: number;
- /**
- * Defines the callback to call when a button is pressed
- * @param callback defines the callback to use
- */
- onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
- /**
- * Defines the callback to call when a button is released
- * @param callback defines the callback to use
- */
- onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
- /**
- * Defines the callback to call when a pad is pressed
- * @param callback defines the callback to use
- */
- ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
- /**
- * Defines the callback to call when a pad is released
- * @param callback defines the callback to use
- */
- ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
- private _setButtonValue;
- private _setDPadValue;
- /**
- * Gets the value of the `A` button
- */
- /**
- * Sets the value of the `A` button
- */
- buttonA: number;
- /**
- * Gets the value of the `B` button
- */
- /**
- * Sets the value of the `B` button
- */
- buttonB: number;
- /**
- * Gets the value of the `X` button
- */
- /**
- * Sets the value of the `X` button
- */
- buttonX: number;
- /**
- * Gets the value of the `Y` button
- */
- /**
- * Sets the value of the `Y` button
- */
- buttonY: number;
- /**
- * Gets the value of the `Start` button
- */
- /**
- * Sets the value of the `Start` button
- */
- buttonStart: number;
- /**
- * Gets the value of the `Back` button
- */
- /**
- * Sets the value of the `Back` button
- */
- buttonBack: number;
- /**
- * Gets the value of the `Left` button
- */
- /**
- * Sets the value of the `Left` button
- */
- buttonLB: number;
- /**
- * Gets the value of the `Right` button
- */
- /**
- * Sets the value of the `Right` button
- */
- buttonRB: number;
- /**
- * Gets the value of the Left joystick
- */
- /**
- * Sets the value of the Left joystick
- */
- buttonLeftStick: number;
- /**
- * Gets the value of the Right joystick
- */
- /**
- * Sets the value of the Right joystick
- */
- buttonRightStick: number;
- /**
- * Gets the value of D-pad up
- */
- /**
- * Sets the value of D-pad up
- */
- dPadUp: number;
- /**
- * Gets the value of D-pad down
- */
- /**
- * Sets the value of D-pad down
- */
- dPadDown: number;
- /**
- * Gets the value of D-pad left
- */
- /**
- * Sets the value of D-pad left
- */
- dPadLeft: number;
- /**
- * Gets the value of D-pad right
- */
- /**
- * Sets the value of D-pad right
- */
- dPadRight: number;
- /**
- * Force the gamepad to synchronize with device values
- */
- update(): void;
- /**
- * Disposes the gamepad
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Single axis drag gizmo
- */
- class AxisDragGizmo extends Gizmo {
- /**
- * Drag behavior responsible for the gizmos dragging interactions
- */
- dragBehavior: PointerDragBehavior;
- private _pointerObserver;
- /**
- * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
- */
- snapDistance: number;
- /**
- * Event that fires each time the gizmo snaps to a new location.
- * * snapDistance is the the change in distance
- */
- onSnapObservable: Observable<{
- snapDistance: number;
- }>;
- /**
- * Creates an AxisDragGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- * @param dragAxis The axis which the gizmo will be able to drag on
- * @param color The color of the gizmo
- */
- constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer);
- protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Single axis scale gizmo
- */
- class AxisScaleGizmo extends Gizmo {
- private _coloredMaterial;
- /**
- * Drag behavior responsible for the gizmos dragging interactions
- */
- dragBehavior: PointerDragBehavior;
- private _pointerObserver;
- /**
- * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
- */
- snapDistance: number;
- /**
- * Event that fires each time the gizmo snaps to a new location.
- * * snapDistance is the the change in distance
- */
- onSnapObservable: Observable<{
- snapDistance: number;
- }>;
- /**
- * If the scaling operation should be done on all axis (default: false)
- */
- uniformScaling: boolean;
- /**
- * Creates an AxisScaleGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- * @param dragAxis The axis which the gizmo will be able to scale on
- * @param color The color of the gizmo
- */
- constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer);
- protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- /**
- * Disposes and replaces the current meshes in the gizmo with the specified mesh
- * @param mesh The mesh to replace the default mesh of the gizmo
- * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
- */
- setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Bounding box gizmo
- */
- class BoundingBoxGizmo extends Gizmo {
- private _lineBoundingBox;
- private _rotateSpheresParent;
- private _scaleBoxesParent;
- private _boundingDimensions;
- private _renderObserver;
- private _pointerObserver;
- private _scaleDragSpeed;
- private _tmpQuaternion;
- private _tmpVector;
- private _tmpRotationMatrix;
- /**
- * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
- */
- ignoreChildren: boolean;
- /**
- * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
- */
- includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
- /**
- * The size of the rotation spheres attached to the bounding box (Default: 0.1)
- */
- rotationSphereSize: number;
- /**
- * The size of the scale boxes attached to the bounding box (Default: 0.1)
- */
- scaleBoxSize: number;
- /**
- * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
- */
- fixedDragMeshScreenSize: boolean;
- /**
- * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
- */
- fixedDragMeshScreenSizeDistanceFactor: number;
- /**
- * Fired when a rotation sphere or scale box is dragged
- */
- onDragStartObservable: Observable<{}>;
- /**
- * Fired when a scale box is dragged
- */
- onScaleBoxDragObservable: Observable<{}>;
- /**
- * Fired when a scale box drag is ended
- */
- onScaleBoxDragEndObservable: Observable<{}>;
- /**
- * Fired when a rotation sphere is dragged
- */
- onRotationSphereDragObservable: Observable<{}>;
- /**
- * Fired when a rotation sphere drag is ended
- */
- onRotationSphereDragEndObservable: Observable<{}>;
- /**
- * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
- */
- scalePivot: Nullable<Vector3>;
- private _anchorMesh;
- private _existingMeshScale;
- private static _PivotCached;
- private static _OldPivotPoint;
- private static _PivotTranslation;
- private static _PivotTmpVector;
- /** @hidden */
- static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
- /** @hidden */
- static _RestorePivotPoint(mesh: AbstractMesh): void;
- /**
- * Creates an BoundingBoxGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- * @param color The color of the gizmo
- */
- constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
- protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
- private _selectNode;
- /**
- * Updates the bounding box information for the Gizmo
- */
- updateBoundingBox(): void;
- /**
- * Enables rotation on the specified axis and disables rotation on the others
- * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
- */
- setEnabledRotationAxis(axis: string): void;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- /**
- * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
- * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
- * @returns the bounding box mesh with the passed in mesh as a child
- */
- static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
- /**
- * CustomMeshes are not supported by this gizmo
- * @param mesh The mesh to replace the default mesh of the gizmo
- */
- setCustomMesh(mesh: Mesh): void;
- }
- }
- declare module BABYLON {
- /**
- * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
- */
- class Gizmo implements IDisposable {
- /** The utility layer the gizmo will be added to */
- gizmoLayer: UtilityLayerRenderer;
- /**
- * The root mesh of the gizmo
- */
- protected _rootMesh: Mesh;
- private _attachedMesh;
- /**
- * Ratio for the scale of the gizmo (Default: 1)
- */
- scaleRatio: number;
- private _tmpMatrix;
- /**
- * If a custom mesh has been set (Default: false)
- */
- protected _customMeshSet: boolean;
- /**
- * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
- * * When set, interactions will be enabled
- */
- attachedMesh: Nullable<AbstractMesh>;
- /**
- * Disposes and replaces the current meshes in the gizmo with the specified mesh
- * @param mesh The mesh to replace the default mesh of the gizmo
- */
- setCustomMesh(mesh: Mesh): void;
- /**
- * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
- */
- updateGizmoRotationToMatchAttachedMesh: boolean;
- /**
- * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
- */
- updateGizmoPositionToMatchAttachedMesh: boolean;
- /**
- * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
- */
- protected _updateScale: boolean;
- protected _interactionsEnabled: boolean;
- protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
- private _beforeRenderObserver;
- /**
- * Creates a gizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- */
- constructor(
- /** The utility layer the gizmo will be added to */
- gizmoLayer?: UtilityLayerRenderer);
- private _tempVector;
- /**
- * @hidden
- * Updates the gizmo to match the attached mesh's position/rotation
- */
- protected _update(): void;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Helps setup gizmo's in the scene to rotate/scale/position meshes
- */
- class GizmoManager implements IDisposable {
- private scene;
- /**
- * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
- */
- gizmos: {
- positionGizmo: Nullable<PositionGizmo>;
- rotationGizmo: Nullable<RotationGizmo>;
- scaleGizmo: Nullable<ScaleGizmo>;
- boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
- };
- private _gizmosEnabled;
- private _pointerObserver;
- private _attachedMesh;
- private _boundingBoxColor;
- private _defaultUtilityLayer;
- private _defaultKeepDepthUtilityLayer;
- /**
- * When bounding box gizmo is enabled, this can be used to track drag/end events
- */
- boundingBoxDragBehavior: SixDofDragBehavior;
- /**
- * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
- */
- attachableMeshes: Nullable<Array<AbstractMesh>>;
- /**
- * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
- */
- usePointerToAttachGizmos: boolean;
- /**
- * Instatiates a gizmo manager
- * @param scene the scene to overlay the gizmos on top of
- */
- constructor(scene: Scene);
- /**
- * Attaches a set of gizmos to the specified mesh
- * @param mesh The mesh the gizmo's should be attached to
- */
- attachToMesh(mesh: Nullable<AbstractMesh>): void;
- /**
- * If the position gizmo is enabled
- */
- positionGizmoEnabled: boolean;
- /**
- * If the rotation gizmo is enabled
- */
- rotationGizmoEnabled: boolean;
- /**
- * If the scale gizmo is enabled
- */
- scaleGizmoEnabled: boolean;
- /**
- * If the boundingBox gizmo is enabled
- */
- boundingBoxGizmoEnabled: boolean;
- /**
- * Disposes of the gizmo manager
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Single plane rotation gizmo
- */
- class PlaneRotationGizmo extends Gizmo {
- /**
- * Drag behavior responsible for the gizmos dragging interactions
- */
- dragBehavior: PointerDragBehavior;
- private _pointerObserver;
- /**
- * Rotation distance in radians that the gizmo will snap to (Default: 0)
- */
- snapDistance: number;
- /**
- * Event that fires each time the gizmo snaps to a new location.
- * * snapDistance is the the change in distance
- */
- onSnapObservable: Observable<{
- snapDistance: number;
- }>;
- /**
- * Creates a PlaneRotationGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
- * @param color The color of the gizmo
- * @param tessellation Amount of tessellation to be used when creating rotation circles
- */
- constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
- protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Gizmo that enables dragging a mesh along 3 axis
- */
- class PositionGizmo extends Gizmo {
- /**
- * Internal gizmo used for interactions on the x axis
- */
- xGizmo: AxisDragGizmo;
- /**
- * Internal gizmo used for interactions on the y axis
- */
- yGizmo: AxisDragGizmo;
- /**
- * Internal gizmo used for interactions on the z axis
- */
- zGizmo: AxisDragGizmo;
- /** Fires an event when any of it's sub gizmos are dragged */
- onDragStartObservable: Observable<{}>;
- /** Fires an event when any of it's sub gizmos are released from dragging */
- onDragEndObservable: Observable<{}>;
- attachedMesh: Nullable<AbstractMesh>;
- /**
- * Creates a PositionGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- */
- constructor(gizmoLayer?: UtilityLayerRenderer);
- updateGizmoRotationToMatchAttachedMesh: boolean;
- /**
- * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
- */
- snapDistance: number;
- /**
- * Ratio for the scale of the gizmo (Default: 1)
- */
- scaleRatio: number;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- /**
- * CustomMeshes are not supported by this gizmo
- * @param mesh The mesh to replace the default mesh of the gizmo
- */
- setCustomMesh(mesh: Mesh): void;
- }
- }
- declare module BABYLON {
- /**
- * Gizmo that enables rotating a mesh along 3 axis
- */
- class RotationGizmo extends Gizmo {
- /**
- * Internal gizmo used for interactions on the x axis
- */
- xGizmo: PlaneRotationGizmo;
- /**
- * Internal gizmo used for interactions on the y axis
- */
- yGizmo: PlaneRotationGizmo;
- /**
- * Internal gizmo used for interactions on the z axis
- */
- zGizmo: PlaneRotationGizmo;
- /** Fires an event when any of it's sub gizmos are dragged */
- onDragStartObservable: Observable<{}>;
- /** Fires an event when any of it's sub gizmos are released from dragging */
- onDragEndObservable: Observable<{}>;
- attachedMesh: Nullable<AbstractMesh>;
- /**
- * Creates a RotationGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- * @param tessellation Amount of tessellation to be used when creating rotation circles
- */
- constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number);
- updateGizmoRotationToMatchAttachedMesh: boolean;
- /**
- * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
- */
- snapDistance: number;
- /**
- * Ratio for the scale of the gizmo (Default: 1)
- */
- scaleRatio: number;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- /**
- * CustomMeshes are not supported by this gizmo
- * @param mesh The mesh to replace the default mesh of the gizmo
- */
- setCustomMesh(mesh: Mesh): void;
- }
- }
- declare module BABYLON {
- /**
- * Gizmo that enables scaling a mesh along 3 axis
- */
- class ScaleGizmo extends Gizmo {
- /**
- * Internal gizmo used for interactions on the x axis
- */
- xGizmo: AxisScaleGizmo;
- /**
- * Internal gizmo used for interactions on the y axis
- */
- yGizmo: AxisScaleGizmo;
- /**
- * Internal gizmo used for interactions on the z axis
- */
- zGizmo: AxisScaleGizmo;
- /**
- * Internal gizmo used to scale all axis equally
- */
- uniformScaleGizmo: AxisScaleGizmo;
- /** Fires an event when any of it's sub gizmos are dragged */
- onDragStartObservable: Observable<{}>;
- /** Fires an event when any of it's sub gizmos are released from dragging */
- onDragEndObservable: Observable<{}>;
- attachedMesh: Nullable<AbstractMesh>;
- /**
- * Creates a ScaleGizmo
- * @param gizmoLayer The utility layer the gizmo will be added to
- */
- constructor(gizmoLayer?: UtilityLayerRenderer);
- updateGizmoRotationToMatchAttachedMesh: boolean;
- /**
- * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
- */
- snapDistance: number;
- /**
- * Ratio for the scale of the gizmo (Default: 1)
- */
- scaleRatio: number;
- /**
- * Disposes of the gizmo
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This class can be used to get instrumentation data from a Babylon engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
- */
- class EngineInstrumentation implements IDisposable {
- /**
- * Define the instrumented engine.
- */
- engine: Engine;
- private _captureGPUFrameTime;
- private _gpuFrameTimeToken;
- private _gpuFrameTime;
- private _captureShaderCompilationTime;
- private _shaderCompilationTime;
- private _onBeginFrameObserver;
- private _onEndFrameObserver;
- private _onBeforeShaderCompilationObserver;
- private _onAfterShaderCompilationObserver;
- /**
- * Gets the perf counter used for GPU frame time
- */
- readonly gpuFrameTimeCounter: PerfCounter;
- /**
- * Gets the GPU frame time capture status
- */
- /**
- * Enable or disable the GPU frame time capture
- */
- captureGPUFrameTime: boolean;
- /**
- * Gets the perf counter used for shader compilation time
- */
- readonly shaderCompilationTimeCounter: PerfCounter;
- /**
- * Gets the shader compilation time capture status
- */
- /**
- * Enable or disable the shader compilation time capture
- */
- captureShaderCompilationTime: boolean;
- /**
- * Instantiates a new engine instrumentation.
- * This class can be used to get instrumentation data from a Babylon engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
- * @param engine Defines the engine to instrument
- */
- constructor(
- /**
- * Define the instrumented engine.
- */
- engine: Engine);
- /**
- * Dispose and release associated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This class can be used to get instrumentation data from a Babylon engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
- */
- class SceneInstrumentation implements IDisposable {
- /**
- * Defines the scene to instrument
- */
- scene: Scene;
- private _captureActiveMeshesEvaluationTime;
- private _activeMeshesEvaluationTime;
- private _captureRenderTargetsRenderTime;
- private _renderTargetsRenderTime;
- private _captureFrameTime;
- private _frameTime;
- private _captureRenderTime;
- private _renderTime;
- private _captureInterFrameTime;
- private _interFrameTime;
- private _captureParticlesRenderTime;
- private _particlesRenderTime;
- private _captureSpritesRenderTime;
- private _spritesRenderTime;
- private _capturePhysicsTime;
- private _physicsTime;
- private _captureAnimationsTime;
- private _animationsTime;
- private _captureCameraRenderTime;
- private _cameraRenderTime;
- private _onBeforeActiveMeshesEvaluationObserver;
- private _onAfterActiveMeshesEvaluationObserver;
- private _onBeforeRenderTargetsRenderObserver;
- private _onAfterRenderTargetsRenderObserver;
- private _onAfterRenderObserver;
- private _onBeforeDrawPhaseObserver;
- private _onAfterDrawPhaseObserver;
- private _onBeforeAnimationsObserver;
- private _onBeforeParticlesRenderingObserver;
- private _onAfterParticlesRenderingObserver;
- private _onBeforeSpritesRenderingObserver;
- private _onAfterSpritesRenderingObserver;
- private _onBeforePhysicsObserver;
- private _onAfterPhysicsObserver;
- private _onAfterAnimationsObserver;
- private _onBeforeCameraRenderObserver;
- private _onAfterCameraRenderObserver;
- /**
- * Gets the perf counter used for active meshes evaluation time
- */
- readonly activeMeshesEvaluationTimeCounter: PerfCounter;
- /**
- * Gets the active meshes evaluation time capture status
- */
- /**
- * Enable or disable the active meshes evaluation time capture
- */
- captureActiveMeshesEvaluationTime: boolean;
- /**
- * Gets the perf counter used for render targets render time
- */
- readonly renderTargetsRenderTimeCounter: PerfCounter;
- /**
- * Gets the render targets render time capture status
- */
- /**
- * Enable or disable the render targets render time capture
- */
- captureRenderTargetsRenderTime: boolean;
- /**
- * Gets the perf counter used for particles render time
- */
- readonly particlesRenderTimeCounter: PerfCounter;
- /**
- * Gets the particles render time capture status
- */
- /**
- * Enable or disable the particles render time capture
- */
- captureParticlesRenderTime: boolean;
- /**
- * Gets the perf counter used for sprites render time
- */
- readonly spritesRenderTimeCounter: PerfCounter;
- /**
- * Gets the sprites render time capture status
- */
- /**
- * Enable or disable the sprites render time capture
- */
- captureSpritesRenderTime: boolean;
- /**
- * Gets the perf counter used for physics time
- */
- readonly physicsTimeCounter: PerfCounter;
- /**
- * Gets the physics time capture status
- */
- /**
- * Enable or disable the physics time capture
- */
- capturePhysicsTime: boolean;
- /**
- * Gets the perf counter used for animations time
- */
- readonly animationsTimeCounter: PerfCounter;
- /**
- * Gets the animations time capture status
- */
- /**
- * Enable or disable the animations time capture
- */
- captureAnimationsTime: boolean;
- /**
- * Gets the perf counter used for frame time capture
- */
- readonly frameTimeCounter: PerfCounter;
- /**
- * Gets the frame time capture status
- */
- /**
- * Enable or disable the frame time capture
- */
- captureFrameTime: boolean;
- /**
- * Gets the perf counter used for inter-frames time capture
- */
- readonly interFrameTimeCounter: PerfCounter;
- /**
- * Gets the inter-frames time capture status
- */
- /**
- * Enable or disable the inter-frames time capture
- */
- captureInterFrameTime: boolean;
- /**
- * Gets the perf counter used for render time capture
- */
- readonly renderTimeCounter: PerfCounter;
- /**
- * Gets the render time capture status
- */
- /**
- * Enable or disable the render time capture
- */
- captureRenderTime: boolean;
- /**
- * Gets the perf counter used for camera render time capture
- */
- readonly cameraRenderTimeCounter: PerfCounter;
- /**
- * Gets the camera render time capture status
- */
- /**
- * Enable or disable the camera render time capture
- */
- captureCameraRenderTime: boolean;
- /**
- * Gets the perf counter used for draw calls
- */
- readonly drawCallsCounter: PerfCounter;
- /**
- * Gets the perf counter used for texture collisions
- */
- readonly textureCollisionsCounter: PerfCounter;
- /**
- * Instantiates a new scene instrumentation.
- * This class can be used to get instrumentation data from a Babylon engine
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
- * @param scene Defines the scene to instrument
- */
- constructor(
- /**
- * Defines the scene to instrument
- */
- scene: Scene);
- /**
- * Dispose and release associated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- **/
- class _TimeToken {
- _startTimeQuery: Nullable<WebGLQuery>;
- _endTimeQuery: Nullable<WebGLQuery>;
- _timeElapsedQuery: Nullable<WebGLQuery>;
- _timeElapsedQueryEnded: boolean;
- }
- }
- declare module BABYLON {
- /**
- * Represents the different options available during the creation of
- * a Environment helper.
- *
- * This can control the default ground, skybox and image processing setup of your scene.
- */
- interface IEnvironmentHelperOptions {
- /**
- * Specifies wether or not to create a ground.
- * True by default.
- */
- createGround: boolean;
- /**
- * Specifies the ground size.
- * 15 by default.
- */
- groundSize: number;
- /**
- * The texture used on the ground for the main color.
- * Comes from the BabylonJS CDN by default.
- *
- * Remarks: Can be either a texture or a url.
- */
- groundTexture: string | BaseTexture;
- /**
- * The color mixed in the ground texture by default.
- * BabylonJS clearColor by default.
- */
- groundColor: Color3;
- /**
- * Specifies the ground opacity.
- * 1 by default.
- */
- groundOpacity: number;
- /**
- * Enables the ground to receive shadows.
- * True by default.
- */
- enableGroundShadow: boolean;
- /**
- * Helps preventing the shadow to be fully black on the ground.
- * 0.5 by default.
- */
- groundShadowLevel: number;
- /**
- * Creates a mirror texture attach to the ground.
- * false by default.
- */
- enableGroundMirror: boolean;
- /**
- * Specifies the ground mirror size ratio.
- * 0.3 by default as the default kernel is 64.
- */
- groundMirrorSizeRatio: number;
- /**
- * Specifies the ground mirror blur kernel size.
- * 64 by default.
- */
- groundMirrorBlurKernel: number;
- /**
- * Specifies the ground mirror visibility amount.
- * 1 by default
- */
- groundMirrorAmount: number;
- /**
- * Specifies the ground mirror reflectance weight.
- * This uses the standard weight of the background material to setup the fresnel effect
- * of the mirror.
- * 1 by default.
- */
- groundMirrorFresnelWeight: number;
- /**
- * Specifies the ground mirror Falloff distance.
- * This can helps reducing the size of the reflection.
- * 0 by Default.
- */
- groundMirrorFallOffDistance: number;
- /**
- * Specifies the ground mirror texture type.
- * Unsigned Int by Default.
- */
- groundMirrorTextureType: number;
- /**
- * Specifies a bias applied to the ground vertical position to prevent z-fighting with
- * the shown objects.
- */
- groundYBias: number;
- /**
- * Specifies wether or not to create a skybox.
- * True by default.
- */
- createSkybox: boolean;
- /**
- * Specifies the skybox size.
- * 20 by default.
- */
- skyboxSize: number;
- /**
- * The texture used on the skybox for the main color.
- * Comes from the BabylonJS CDN by default.
- *
- * Remarks: Can be either a texture or a url.
- */
- skyboxTexture: string | BaseTexture;
- /**
- * The color mixed in the skybox texture by default.
- * BabylonJS clearColor by default.
- */
- skyboxColor: Color3;
- /**
- * The background rotation around the Y axis of the scene.
- * This helps aligning the key lights of your scene with the background.
- * 0 by default.
- */
- backgroundYRotation: number;
- /**
- * Compute automatically the size of the elements to best fit with the scene.
- */
- sizeAuto: boolean;
- /**
- * Default position of the rootMesh if autoSize is not true.
- */
- rootPosition: Vector3;
- /**
- * Sets up the image processing in the scene.
- * true by default.
- */
- setupImageProcessing: boolean;
- /**
- * The texture used as your environment texture in the scene.
- * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
- *
- * Remarks: Can be either a texture or a url.
- */
- environmentTexture: string | BaseTexture;
- /**
- * The value of the exposure to apply to the scene.
- * 0.6 by default if setupImageProcessing is true.
- */
- cameraExposure: number;
- /**
- * The value of the contrast to apply to the scene.
- * 1.6 by default if setupImageProcessing is true.
- */
- cameraContrast: number;
- /**
- * Specifies wether or not tonemapping should be enabled in the scene.
- * true by default if setupImageProcessing is true.
- */
- toneMappingEnabled: boolean;
- }
- /**
- * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
- * It includes by default a skybox and a ground relying on the BackgroundMaterial.
- * It also helps with the default setup of your imageProcessing configuration.
- */
- class EnvironmentHelper {
- /**
- * Default ground texture URL.
- */
- private static _groundTextureCDNUrl;
- /**
- * Default skybox texture URL.
- */
- private static _skyboxTextureCDNUrl;
- /**
- * Default environment texture URL.
- */
- private static _environmentTextureCDNUrl;
- /**
- * Creates the default options for the helper.
- */
- private static _getDefaultOptions;
- private _rootMesh;
- /**
- * Gets the root mesh created by the helper.
- */
- readonly rootMesh: Mesh;
- private _skybox;
- /**
- * Gets the skybox created by the helper.
- */
- readonly skybox: Nullable<Mesh>;
- private _skyboxTexture;
- /**
- * Gets the skybox texture created by the helper.
- */
- readonly skyboxTexture: Nullable<BaseTexture>;
- private _skyboxMaterial;
- /**
- * Gets the skybox material created by the helper.
- */
- readonly skyboxMaterial: Nullable<BackgroundMaterial>;
- private _ground;
- /**
- * Gets the ground mesh created by the helper.
- */
- readonly ground: Nullable<Mesh>;
- private _groundTexture;
- /**
- * Gets the ground texture created by the helper.
- */
- readonly groundTexture: Nullable<BaseTexture>;
- private _groundMirror;
- /**
- * Gets the ground mirror created by the helper.
- */
- readonly groundMirror: Nullable<MirrorTexture>;
- /**
- * Gets the ground mirror render list to helps pushing the meshes
- * you wish in the ground reflection.
- */
- readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
- private _groundMaterial;
- /**
- * Gets the ground material created by the helper.
- */
- readonly groundMaterial: Nullable<BackgroundMaterial>;
- /**
- * Stores the creation options.
- */
- private readonly _scene;
- private _options;
- /**
- * This observable will be notified with any error during the creation of the environment,
- * mainly texture creation errors.
- */
- onErrorObservable: Observable<{
- message?: string;
- exception?: any;
- }>;
- /**
- * constructor
- * @param options
- * @param scene The scene to add the material to
- */
- constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
- /**
- * Updates the background according to the new options
- * @param options
- */
- updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
- /**
- * Sets the primary color of all the available elements.
- * @param color the main color to affect to the ground and the background
- */
- setMainColor(color: Color3): void;
- /**
- * Setup the image processing according to the specified options.
- */
- private _setupImageProcessing;
- /**
- * Setup the environment texture according to the specified options.
- */
- private _setupEnvironmentTexture;
- /**
- * Setup the background according to the specified options.
- */
- private _setupBackground;
- /**
- * Get the scene sizes according to the setup.
- */
- private _getSceneSize;
- /**
- * Setup the ground according to the specified options.
- */
- private _setupGround;
- /**
- * Setup the ground material according to the specified options.
- */
- private _setupGroundMaterial;
- /**
- * Setup the ground diffuse texture according to the specified options.
- */
- private _setupGroundDiffuseTexture;
- /**
- * Setup the ground mirror texture according to the specified options.
- */
- private _setupGroundMirrorTexture;
- /**
- * Setup the ground to receive the mirror texture.
- */
- private _setupMirrorInGroundMaterial;
- /**
- * Setup the skybox according to the specified options.
- */
- private _setupSkybox;
- /**
- * Setup the skybox material according to the specified options.
- */
- private _setupSkyboxMaterial;
- /**
- * Setup the skybox reflection texture according to the specified options.
- */
- private _setupSkyboxReflectionTexture;
- private _errorHandler;
- /**
- * Dispose all the elements created by the Helper.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
- * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
- * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
- * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
- */
- class PhotoDome extends TransformNode {
- private _useDirectMapping;
- /**
- * The texture being displayed on the sphere
- */
- protected _photoTexture: Texture;
- /**
- * Gets or sets the texture being displayed on the sphere
- */
- photoTexture: Texture;
- /**
- * Observable raised when an error occured while loading the 360 image
- */
- onLoadErrorObservable: Observable<string>;
- /**
- * The skybox material
- */
- protected _material: BackgroundMaterial;
- /**
- * The surface used for the skybox
- */
- protected _mesh: Mesh;
- /**
- * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
- * Also see the options.resolution property.
- */
- fovMultiplier: number;
- /**
- * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
- * @param name Element's name, child elements will append suffixes for their own names.
- * @param urlsOfPhoto defines the url of the photo to display
- * @param options defines an object containing optional or exposed sub element properties
- * @param onError defines a callback called when an error occured while loading the texture
- */
- constructor(name: string, urlOfPhoto: string, options: {
- resolution?: number;
- size?: number;
- useDirectMapping?: boolean;
- }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
- /**
- * Releases resources associated with this node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /**
- * Creates a default light for the scene.
- * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
- * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
- */
- createDefaultLight(replace?: boolean): void;
- /**
- * Creates a default camera for the scene.
- * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
- * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
- * @param replace has default false, when true replaces the active camera in the scene
- * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
- */
- createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
- /**
- * Creates a default camera and a default light.
- * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
- * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
- * @param replace has the default false, when true replaces the active camera/light in the scene
- * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
- */
- createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
- /**
- * Creates a new sky box
- * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
- * @param environmentTexture defines the texture to use as environment texture
- * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
- * @param scale defines the overall scale of the skybox
- * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
- * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
- * @returns a new mesh holding the sky box
- */
- createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
- /**
- * Creates a new environment
- * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
- * @param options defines the options you can use to configure the environment
- * @returns the new EnvironmentHelper
- */
- createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
- /**
- * Creates a new VREXperienceHelper
- * @see http://doc.babylonjs.com/how_to/webvr_helper
- * @param webVROptions defines the options used to create the new VREXperienceHelper
- * @returns a new VREXperienceHelper
- */
- createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
- }
- }
- declare module BABYLON {
- /**
- * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
- * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
- * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
- * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
- */
- class VideoDome extends TransformNode {
- private _useDirectMapping;
- /**
- * The video texture being displayed on the sphere
- */
- protected _videoTexture: VideoTexture;
- /**
- * Gets the video texture being displayed on the sphere
- */
- readonly videoTexture: VideoTexture;
- /**
- * The skybox material
- */
- protected _material: BackgroundMaterial;
- /**
- * The surface used for the skybox
- */
- protected _mesh: Mesh;
- /**
- * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
- * Also see the options.resolution property.
- */
- fovMultiplier: number;
- /**
- * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
- * @param name Element's name, child elements will append suffixes for their own names.
- * @param urlsOrVideo defines the url(s) or the video element to use
- * @param options An object containing optional or exposed sub element properties
- */
- constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
- resolution?: number;
- clickToPlay?: boolean;
- autoPlay?: boolean;
- loop?: boolean;
- size?: number;
- poster?: string;
- useDirectMapping?: boolean;
- }, scene: Scene);
- /**
- * Releases resources associated with this node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Effect layer options. This helps customizing the behaviour
- * of the effect layer.
- */
- interface IEffectLayerOptions {
- /**
- * Multiplication factor apply to the canvas size to compute the render target size
- * used to generated the objects (the smaller the faster).
- */
- mainTextureRatio: number;
- /**
- * Enforces a fixed size texture to ensure effect stability across devices.
- */
- mainTextureFixedSize?: number;
- /**
- * Alpha blending mode used to apply the blur. Default depends of the implementation.
- */
- alphaBlendingMode: number;
- /**
- * The camera attached to the layer.
- */
- camera: Nullable<Camera>;
- /**
- * The rendering group to draw the layer in.
- */
- renderingGroupId: number;
- }
- /**
- * The effect layer Helps adding post process effect blended with the main pass.
- *
- * This can be for instance use to generate glow or higlight effects on the scene.
- *
- * The effect layer class can not be used directly and is intented to inherited from to be
- * customized per effects.
- */
- abstract class EffectLayer {
- private _vertexBuffers;
- private _indexBuffer;
- private _cachedDefines;
- private _effectLayerMapGenerationEffect;
- private _effectLayerOptions;
- private _mergeEffect;
- protected _scene: Scene;
- protected _engine: Engine;
- protected _maxSize: number;
- protected _mainTextureDesiredSize: ISize;
- protected _mainTexture: RenderTargetTexture;
- protected _shouldRender: boolean;
- protected _postProcesses: PostProcess[];
- protected _textures: BaseTexture[];
- protected _emissiveTextureAndColor: {
- texture: Nullable<BaseTexture>;
- color: Color4;
- };
- /**
- * The name of the layer
- */
- name: string;
- /**
- * The clear color of the texture used to generate the glow map.
- */
- neutralColor: Color4;
- /**
- * Specifies wether the highlight layer is enabled or not.
- */
- isEnabled: boolean;
- /**
- * Gets the camera attached to the layer.
- */
- readonly camera: Nullable<Camera>;
- /**
- * Gets the rendering group id the layer should render in.
- */
- readonly renderingGroupId: number;
- /**
- * An event triggered when the effect layer has been disposed.
- */
- onDisposeObservable: Observable<EffectLayer>;
- /**
- * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
- */
- onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
- /**
- * An event triggered when the generated texture is being merged in the scene.
- */
- onBeforeComposeObservable: Observable<EffectLayer>;
- /**
- * An event triggered when the generated texture has been merged in the scene.
- */
- onAfterComposeObservable: Observable<EffectLayer>;
- /**
- * An event triggered when the efffect layer changes its size.
- */
- onSizeChangedObservable: Observable<EffectLayer>;
- /**
- * Instantiates a new effect Layer and references it in the scene.
- * @param name The name of the layer
- * @param scene The scene to use the layer in
- */
- constructor(
- /** The Friendly of the effect in the scene */
- name: string, scene: Scene);
- /**
- * Get the effect name of the layer.
- * @return The effect name
- */
- abstract getEffectName(): string;
- /**
- * Checks for the readiness of the element composing the layer.
- * @param subMesh the mesh to check for
- * @param useInstances specify wether or not to use instances to render the mesh
- * @return true if ready otherwise, false
- */
- abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
- * @returns true if the effect requires stencil during the main canvas render pass.
- */
- abstract needStencil(): boolean;
- /**
- * Create the merge effect. This is the shader use to blit the information back
- * to the main canvas at the end of the scene rendering.
- * @returns The effect containing the shader used to merge the effect on the main canvas
- */
- protected abstract _createMergeEffect(): Effect;
- /**
- * Creates the render target textures and post processes used in the effect layer.
- */
- protected abstract _createTextureAndPostProcesses(): void;
- /**
- * Implementation specific of rendering the generating effect on the main canvas.
- * @param effect The effect used to render through
- */
- protected abstract _internalRender(effect: Effect): void;
- /**
- * Sets the required values for both the emissive texture and and the main color.
- */
- protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
- /**
- * Free any resources and references associated to a mesh.
- * Internal use
- * @param mesh The mesh to free.
- */
- abstract _disposeMesh(mesh: Mesh): void;
- /**
- * Serializes this layer (Glow or Highlight for example)
- * @returns a serialized layer object
- */
- abstract serialize?(): any;
- /**
- * Initializes the effect layer with the required options.
- * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
- */
- protected _init(options: Partial<IEffectLayerOptions>): void;
- /**
- * Generates the index buffer of the full screen quad blending to the main canvas.
- */
- private _generateIndexBuffer;
- /**
- * Generates the vertex buffer of the full screen quad blending to the main canvas.
- */
- private _genrateVertexBuffer;
- /**
- * Sets the main texture desired size which is the closest power of two
- * of the engine canvas size.
- */
- private _setMainTextureSize;
- /**
- * Creates the main texture for the effect layer.
- */
- protected _createMainTexture(): void;
- /**
- * Checks for the readiness of the element composing the layer.
- * @param subMesh the mesh to check for
- * @param useInstances specify wether or not to use instances to render the mesh
- * @param emissiveTexture the associated emissive texture used to generate the glow
- * @return true if ready otherwise, false
- */
- protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
- /**
- * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
- */
- render(): void;
- /**
- * Determine if a given mesh will be used in the current effect.
- * @param mesh mesh to test
- * @returns true if the mesh will be used
- */
- hasMesh(mesh: AbstractMesh): boolean;
- /**
- * Returns true if the layer contains information to display, otherwise false.
- * @returns true if the glow layer should be rendered
- */
- shouldRender(): boolean;
- /**
- * Returns true if the mesh should render, otherwise false.
- * @param mesh The mesh to render
- * @returns true if it should render otherwise false
- */
- protected _shouldRenderMesh(mesh: Mesh): boolean;
- /**
- * Returns true if the mesh should render, otherwise false.
- * @param mesh The mesh to render
- * @returns true if it should render otherwise false
- */
- protected _shouldRenderEmissiveTextureForMesh(mesh: Mesh): boolean;
- /**
- * Renders the submesh passed in parameter to the generation map.
- */
- protected _renderSubMesh(subMesh: SubMesh): void;
- /**
- * Rebuild the required buffers.
- * @hidden Internal use only.
- */
- _rebuild(): void;
- /**
- * Dispose only the render target textures and post process.
- */
- private _disposeTextureAndPostProcesses;
- /**
- * Dispose the highlight layer and free resources.
- */
- dispose(): void;
- /**
- * Gets the class name of the effect layer
- * @returns the string with the class name of the effect layer
- */
- getClassName(): string;
- /**
- * Creates an effect layer from parsed effect layer data
- * @param parsedEffectLayer defines effect layer data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing the effect layer information
- * @returns a parsed effect Layer
- */
- static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * The list of effect layers (highlights/glow) added to the scene
- * @see http://doc.babylonjs.com/how_to/highlight_layer
- * @see http://doc.babylonjs.com/how_to/glow_layer
- */
- effectLayers: Array<EffectLayer>;
- /**
- * Removes the given effect layer from this scene.
- * @param toRemove defines the effect layer to remove
- * @returns the index of the removed effect layer
- */
- removeEffectLayer(toRemove: EffectLayer): number;
- /**
- * Adds the given effect layer to this scene
- * @param newEffectLayer defines the effect layer to add
- */
- addEffectLayer(newEffectLayer: EffectLayer): void;
- }
- /**
- * Defines the layer scene component responsible to manage any effect layers
- * in a given scene.
- */
- class EffectLayerSceneComponent implements ISceneSerializableComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- private _engine;
- private _renderEffects;
- private _needStencil;
- private _previousStencilState;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Serializes the component data to the specified json object
- * @param serializationObject The object to serialize to
- */
- serialize(serializationObject: any): void;
- /**
- * Adds all the element from the container to the scene
- * @param container the container holding the elements
- */
- addFromContainer(container: AbstractScene): void;
- /**
- * Removes all the elements in the container from the scene
- * @param container contains the elements to remove
- */
- removeFromContainer(container: AbstractScene): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- private _isReadyForMesh;
- private _renderMainTexture;
- private _setStencil;
- private _setStencilBack;
- private _draw;
- private _drawCamera;
- private _drawRenderingGroup;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * Return a the first highlight layer of the scene with a given name.
- * @param name The name of the highlight layer to look for.
- * @return The highlight layer if found otherwise null.
- */
- getGlowLayerByName(name: string): Nullable<GlowLayer>;
- }
- /**
- * Glow layer options. This helps customizing the behaviour
- * of the glow layer.
- */
- interface IGlowLayerOptions {
- /**
- * Multiplication factor apply to the canvas size to compute the render target size
- * used to generated the glowing objects (the smaller the faster).
- */
- mainTextureRatio: number;
- /**
- * Enforces a fixed size texture to ensure resize independant blur.
- */
- mainTextureFixedSize?: number;
- /**
- * How big is the kernel of the blur texture.
- */
- blurKernelSize: number;
- /**
- * The camera attached to the layer.
- */
- camera: Nullable<Camera>;
- /**
- * Enable MSAA by chosing the number of samples.
- */
- mainTextureSamples?: number;
- /**
- * The rendering group to draw the layer in.
- */
- renderingGroupId: number;
- }
- /**
- * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
- *
- * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
- * glowy meshes to your scene.
- *
- * Documentation: https://doc.babylonjs.com/how_to/glow_layer
- */
- class GlowLayer extends EffectLayer {
- /**
- * Effect Name of the layer.
- */
- static readonly EffectName: string;
- /**
- * The default blur kernel size used for the glow.
- */
- static DefaultBlurKernelSize: number;
- /**
- * The default texture size ratio used for the glow.
- */
- static DefaultTextureRatio: number;
- /**
- * Sets the kernel size of the blur.
- */
- /**
- * Gets the kernel size of the blur.
- */
- blurKernelSize: number;
- /**
- * Sets the glow intensity.
- */
- /**
- * Gets the glow intensity.
- */
- intensity: number;
- private _options;
- private _intensity;
- private _horizontalBlurPostprocess1;
- private _verticalBlurPostprocess1;
- private _horizontalBlurPostprocess2;
- private _verticalBlurPostprocess2;
- private _blurTexture1;
- private _blurTexture2;
- private _postProcesses1;
- private _postProcesses2;
- private _includedOnlyMeshes;
- private _excludedMeshes;
- /**
- * Callback used to let the user override the color selection on a per mesh basis
- */
- customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
- /**
- * Callback used to let the user override the texture selection on a per mesh basis
- */
- customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
- /**
- * Instantiates a new glow Layer and references it to the scene.
- * @param name The name of the layer
- * @param scene The scene to use the layer in
- * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
- */
- constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
- /**
- * Get the effect name of the layer.
- * @return The effect name
- */
- getEffectName(): string;
- /**
- * Create the merge effect. This is the shader use to blit the information back
- * to the main canvas at the end of the scene rendering.
- */
- protected _createMergeEffect(): Effect;
- /**
- * Creates the render target textures and post processes used in the glow layer.
- */
- protected _createTextureAndPostProcesses(): void;
- /**
- * Checks for the readiness of the element composing the layer.
- * @param subMesh the mesh to check for
- * @param useInstances specify wether or not to use instances to render the mesh
- * @param emissiveTexture the associated emissive texture used to generate the glow
- * @return true if ready otherwise, false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
- */
- needStencil(): boolean;
- /**
- * Implementation specific of rendering the generating effect on the main canvas.
- * @param effect The effect used to render through
- */
- protected _internalRender(effect: Effect): void;
- /**
- * Sets the required values for both the emissive texture and and the main color.
- */
- protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
- /**
- * Returns true if the mesh should render, otherwise false.
- * @param mesh The mesh to render
- * @returns true if it should render otherwise false
- */
- protected _shouldRenderMesh(mesh: Mesh): boolean;
- /**
- * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
- * @param mesh The mesh to exclude from the glow layer
- */
- addExcludedMesh(mesh: Mesh): void;
- /**
- * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
- * @param mesh The mesh to remove
- */
- removeExcludedMesh(mesh: Mesh): void;
- /**
- * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
- * @param mesh The mesh to include in the glow layer
- */
- addIncludedOnlyMesh(mesh: Mesh): void;
- /**
- * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
- * @param mesh The mesh to remove
- */
- removeIncludedOnlyMesh(mesh: Mesh): void;
- /**
- * Determine if a given mesh will be used in the glow layer
- * @param mesh The mesh to test
- * @returns true if the mesh will be highlighted by the current glow layer
- */
- hasMesh(mesh: AbstractMesh): boolean;
- /**
- * Free any resources and references associated to a mesh.
- * Internal use
- * @param mesh The mesh to free.
- * @hidden
- */
- _disposeMesh(mesh: Mesh): void;
- /**
- * Gets the class name of the effect layer
- * @returns the string with the class name of the effect layer
- */
- getClassName(): string;
- /**
- * Serializes this glow layer
- * @returns a serialized glow layer object
- */
- serialize(): any;
- /**
- * Creates a Glow Layer from parsed glow layer data
- * @param parsedGlowLayer defines glow layer data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing the glow layer information
- * @returns a parsed Glow Layer
- */
- static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * Return a the first highlight layer of the scene with a given name.
- * @param name The name of the highlight layer to look for.
- * @return The highlight layer if found otherwise null.
- */
- getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
- }
- /**
- * Highlight layer options. This helps customizing the behaviour
- * of the highlight layer.
- */
- interface IHighlightLayerOptions {
- /**
- * Multiplication factor apply to the canvas size to compute the render target size
- * used to generated the glowing objects (the smaller the faster).
- */
- mainTextureRatio: number;
- /**
- * Enforces a fixed size texture to ensure resize independant blur.
- */
- mainTextureFixedSize?: number;
- /**
- * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
- * of the picture to blur (the smaller the faster).
- */
- blurTextureSizeRatio: number;
- /**
- * How big in texel of the blur texture is the vertical blur.
- */
- blurVerticalSize: number;
- /**
- * How big in texel of the blur texture is the horizontal blur.
- */
- blurHorizontalSize: number;
- /**
- * Alpha blending mode used to apply the blur. Default is combine.
- */
- alphaBlendingMode: number;
- /**
- * The camera attached to the layer.
- */
- camera: Nullable<Camera>;
- /**
- * Should we display highlight as a solid stroke?
- */
- isStroke?: boolean;
- /**
- * The rendering group to draw the layer in.
- */
- renderingGroupId: number;
- }
- /**
- * The highlight layer Helps adding a glow effect around a mesh.
- *
- * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
- * glowy meshes to your scene.
- *
- * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
- */
- class HighlightLayer extends EffectLayer {
- name: string;
- /**
- * Effect Name of the highlight layer.
- */
- static readonly EffectName: string;
- /**
- * The neutral color used during the preparation of the glow effect.
- * This is black by default as the blend operation is a blend operation.
- */
- static NeutralColor: Color4;
- /**
- * Stencil value used for glowing meshes.
- */
- static GlowingMeshStencilReference: number;
- /**
- * Stencil value used for the other meshes in the scene.
- */
- static NormalMeshStencilReference: number;
- /**
- * Specifies whether or not the inner glow is ACTIVE in the layer.
- */
- innerGlow: boolean;
- /**
- * Specifies whether or not the outer glow is ACTIVE in the layer.
- */
- outerGlow: boolean;
- /**
- * Specifies the horizontal size of the blur.
- */
- /**
- * Gets the horizontal size of the blur.
- */
- blurHorizontalSize: number;
- /**
- * Specifies the vertical size of the blur.
- */
- /**
- * Gets the vertical size of the blur.
- */
- blurVerticalSize: number;
- /**
- * An event triggered when the highlight layer is being blurred.
- */
- onBeforeBlurObservable: Observable<HighlightLayer>;
- /**
- * An event triggered when the highlight layer has been blurred.
- */
- onAfterBlurObservable: Observable<HighlightLayer>;
- private _instanceGlowingMeshStencilReference;
- private _options;
- private _downSamplePostprocess;
- private _horizontalBlurPostprocess;
- private _verticalBlurPostprocess;
- private _blurTexture;
- private _meshes;
- private _excludedMeshes;
- /**
- * Instantiates a new highlight Layer and references it to the scene..
- * @param name The name of the layer
- * @param scene The scene to use the layer in
- * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
- */
- constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
- /**
- * Get the effect name of the layer.
- * @return The effect name
- */
- getEffectName(): string;
- /**
- * Create the merge effect. This is the shader use to blit the information back
- * to the main canvas at the end of the scene rendering.
- */
- protected _createMergeEffect(): Effect;
- /**
- * Creates the render target textures and post processes used in the highlight layer.
- */
- protected _createTextureAndPostProcesses(): void;
- /**
- * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
- */
- needStencil(): boolean;
- /**
- * Checks for the readiness of the element composing the layer.
- * @param subMesh the mesh to check for
- * @param useInstances specify wether or not to use instances to render the mesh
- * @param emissiveTexture the associated emissive texture used to generate the glow
- * @return true if ready otherwise, false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Implementation specific of rendering the generating effect on the main canvas.
- * @param effect The effect used to render through
- */
- protected _internalRender(effect: Effect): void;
- /**
- * Returns true if the layer contains information to display, otherwise false.
- */
- shouldRender(): boolean;
- /**
- * Returns true if the mesh should render, otherwise false.
- * @param mesh The mesh to render
- * @returns true if it should render otherwise false
- */
- protected _shouldRenderMesh(mesh: Mesh): boolean;
- /**
- * Sets the required values for both the emissive texture and and the main color.
- */
- protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
- /**
- * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
- * @param mesh The mesh to exclude from the highlight layer
- */
- addExcludedMesh(mesh: Mesh): void;
- /**
- * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
- * @param mesh The mesh to highlight
- */
- removeExcludedMesh(mesh: Mesh): void;
- /**
- * Determine if a given mesh will be highlighted by the current HighlightLayer
- * @param mesh mesh to test
- * @returns true if the mesh will be highlighted by the current HighlightLayer
- */
- hasMesh(mesh: AbstractMesh): boolean;
- /**
- * Add a mesh in the highlight layer in order to make it glow with the chosen color.
- * @param mesh The mesh to highlight
- * @param color The color of the highlight
- * @param glowEmissiveOnly Extract the glow from the emissive texture
- */
- addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
- /**
- * Remove a mesh from the highlight layer in order to make it stop glowing.
- * @param mesh The mesh to highlight
- */
- removeMesh(mesh: Mesh): void;
- /**
- * Force the stencil to the normal expected value for none glowing parts
- */
- private _defaultStencilReference;
- /**
- * Free any resources and references associated to a mesh.
- * Internal use
- * @param mesh The mesh to free.
- * @hidden
- */
- _disposeMesh(mesh: Mesh): void;
- /**
- * Dispose the highlight layer and free resources.
- */
- dispose(): void;
- /**
- * Gets the class name of the effect layer
- * @returns the string with the class name of the effect layer
- */
- getClassName(): string;
- /**
- * Serializes this Highlight layer
- * @returns a serialized Highlight layer object
- */
- serialize(): any;
- /**
- * Creates a Highlight layer from parsed Highlight layer data
- * @param parsedHightlightLayer defines the Highlight layer data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing the Highlight layer information
- * @returns a parsed Highlight layer
- */
- static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
- }
- }
- declare module BABYLON {
- /**
- * This represents a full screen 2d layer.
- * This can be usefull to display a picture in the background of your scene for instance.
- * @see https://www.babylonjs-playground.com/#08A2BS#1
- */
- class Layer {
- /**
- * Define the name of the layer.
- */
- name: string;
- /**
- * Define the texture the layer should display.
- */
- texture: Nullable<Texture>;
- /**
- * Is the layer in background or foreground.
- */
- isBackground: boolean;
- /**
- * Define the color of the layer (instead of texture).
- */
- color: Color4;
- /**
- * Define the scale of the layer in order to zoom in out of the texture.
- */
- scale: Vector2;
- /**
- * Define an offset for the layer in order to shift the texture.
- */
- offset: Vector2;
- /**
- * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
- */
- alphaBlendingMode: number;
- /**
- * Define if the layer should alpha test or alpha blend with the rest of the scene.
- * Alpha test will not mix with the background color in case of transparency.
- * It will either use the texture color or the background depending on the alpha value of the current pixel.
- */
- alphaTest: boolean;
- /**
- * Define a mask to restrict the layer to only some of the scene cameras.
- */
- layerMask: number;
- private _scene;
- private _vertexBuffers;
- private _indexBuffer;
- private _effect;
- private _alphaTestEffect;
- /**
- * An event triggered when the layer is disposed.
- */
- onDisposeObservable: Observable<Layer>;
- private _onDisposeObserver;
- /**
- * Back compatibility with callback before the onDisposeObservable existed.
- * The set callback will be triggered when the layer has been disposed.
- */
- onDispose: () => void;
- /**
- * An event triggered before rendering the scene
- */
- onBeforeRenderObservable: Observable<Layer>;
- private _onBeforeRenderObserver;
- /**
- * Back compatibility with callback before the onBeforeRenderObservable existed.
- * The set callback will be triggered just before rendering the layer.
- */
- onBeforeRender: () => void;
- /**
- * An event triggered after rendering the scene
- */
- onAfterRenderObservable: Observable<Layer>;
- private _onAfterRenderObserver;
- /**
- * Back compatibility with callback before the onAfterRenderObservable existed.
- * The set callback will be triggered just after rendering the layer.
- */
- onAfterRender: () => void;
- /**
- * Instantiates a new layer.
- * This represents a full screen 2d layer.
- * This can be usefull to display a picture in the background of your scene for instance.
- * @see https://www.babylonjs-playground.com/#08A2BS#1
- * @param name Define the name of the layer in the scene
- * @param imgUrl Define the url of the texture to display in the layer
- * @param scene Define the scene the layer belongs to
- * @param isBackground Defines whether the layer is displayed in front or behind the scene
- * @param color Defines a color for the layer
- */
- constructor(
- /**
- * Define the name of the layer.
- */
- name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
- private _createIndexBuffer;
- /** @hidden */
- _rebuild(): void;
- /**
- * Renders the layer in the scene.
- */
- render(): void;
- /**
- * Disposes and releases the associated ressources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * The list of layers (background and foreground) of the scene
- */
- layers: Array<Layer>;
- }
- /**
- * Defines the layer scene component responsible to manage any layers
- * in a given scene.
- */
- class LayerSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- private _engine;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- private _draw;
- private _drawBackground;
- private _drawForeground;
- }
- }
- declare module BABYLON {
- /**
- * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
- * It controls one of the indiviual texture used in the effect.
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- class LensFlare {
- /**
- * Define the size of the lens flare in the system (a floating value between 0 and 1)
- */
- size: number;
- /**
- * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
- */
- position: number;
- /**
- * Define the lens color.
- */
- color: Color3;
- /**
- * Define the lens texture.
- */
- texture: Nullable<Texture>;
- /**
- * Define the alpha mode to render this particular lens.
- */
- alphaMode: number;
- private _system;
- /**
- * Creates a new Lens Flare.
- * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
- * It controls one of the indiviual texture used in the effect.
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- * @param size Define the size of the lens flare (a floating value between 0 and 1)
- * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
- * @param color Define the lens color
- * @param imgUrl Define the lens texture url
- * @param system Define the `lensFlareSystem` this flare is part of
- * @returns The newly created Lens Flare
- */
- static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
- /**
- * Instantiates a new Lens Flare.
- * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
- * It controls one of the indiviual texture used in the effect.
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
- * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
- * @param color Define the lens color
- * @param imgUrl Define the lens texture url
- * @param system Define the `lensFlareSystem` this flare is part of
- */
- constructor(
- /**
- * Define the size of the lens flare in the system (a floating value between 0 and 1)
- */
- size: number,
- /**
- * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
- */
- position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
- /**
- * Dispose and release the lens flare with its associated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
- * It is usually composed of several `BABYLON.lensFlare`.
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- class LensFlareSystem {
- /**
- * Define the name of the lens flare system
- */
- name: string;
- /**
- * List of lens flares used in this system.
- */
- lensFlares: LensFlare[];
- /**
- * Define a limit from the border the lens flare can be visible.
- */
- borderLimit: number;
- /**
- * Define a viewport border we do not want to see the lens flare in.
- */
- viewportBorder: number;
- /**
- * Define a predicate which could limit the list of meshes able to occlude the effect.
- */
- meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
- /**
- * Restricts the rendering of the effect to only the camera rendering this layer mask.
- */
- layerMask: number;
- /**
- * Define the id of the lens flare system in the scene.
- * (equal to name by default)
- */
- id: string;
- private _scene;
- private _emitter;
- private _vertexBuffers;
- private _indexBuffer;
- private _effect;
- private _positionX;
- private _positionY;
- private _isEnabled;
- /**
- * Instantiates a lens flare system.
- * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
- * It is usually composed of several `BABYLON.lensFlare`.
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- * @param name Define the name of the lens flare system in the scene
- * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
- * @param scene Define the scene the lens flare system belongs to
- */
- constructor(
- /**
- * Define the name of the lens flare system
- */
- name: string, emitter: any, scene: Scene);
- /**
- * Define if the lens flare system is enabled.
- */
- isEnabled: boolean;
- /**
- * Get the scene the effects belongs to.
- * @returns the scene holding the lens flare system
- */
- getScene(): Scene;
- /**
- * Get the emitter of the lens flare system.
- * It defines the source of the lens flares (it can be a camera, a light or a mesh).
- * @returns the emitter of the lens flare system
- */
- getEmitter(): any;
- /**
- * Set the emitter of the lens flare system.
- * It defines the source of the lens flares (it can be a camera, a light or a mesh).
- * @param newEmitter Define the new emitter of the system
- */
- setEmitter(newEmitter: any): void;
- /**
- * Get the lens flare system emitter position.
- * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
- * @returns the position
- */
- getEmitterPosition(): Vector3;
- /**
- * @hidden
- */
- computeEffectivePosition(globalViewport: Viewport): boolean;
- /** @hidden */
- _isVisible(): boolean;
- /**
- * @hidden
- */
- render(): boolean;
- /**
- * Dispose and release the lens flare with its associated resources.
- */
- dispose(): void;
- /**
- * Parse a lens flare system from a JSON repressentation
- * @param parsedLensFlareSystem Define the JSON to parse
- * @param scene Define the scene the parsed system should be instantiated in
- * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
- * @returns the parsed system
- */
- static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
- /**
- * Serialize the current Lens Flare System into a JSON representation.
- * @returns the serialized JSON
- */
- serialize(): any;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * The list of lens flare system added to the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- lensFlareSystems: Array<LensFlareSystem>;
- /**
- * Removes the given lens flare system from this scene.
- * @param toRemove The lens flare system to remove
- * @returns The index of the removed lens flare system
- */
- removeLensFlareSystem(toRemove: LensFlareSystem): number;
- /**
- * Adds the given lens flare system to this scene
- * @param newLensFlareSystem The lens flare system to add
- */
- addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
- /**
- * Gets a lens flare system using its name
- * @param name defines the name to look for
- * @returns the lens flare system or null if not found
- */
- getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
- /**
- * Gets a lens flare system using its id
- * @param id defines the id to look for
- * @returns the lens flare system or null if not found
- */
- getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
- }
- /**
- * Defines the lens flare scene component responsible to manage any lens flares
- * in a given scene.
- */
- class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Adds all the element from the container to the scene
- * @param container the container holding the elements
- */
- addFromContainer(container: AbstractScene): void;
- /**
- * Removes all the elements in the container from the scene
- * @param container contains the elements to remove
- */
- removeFromContainer(container: AbstractScene): void;
- /**
- * Serializes the component data to the specified json object
- * @param serializationObject The object to serialize to
- */
- serialize(serializationObject: any): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- private _draw;
- }
- }
- declare module BABYLON {
- /**
- * A directional light is defined by a direction (what a surprise!).
- * The light is emitted from everywhere in the specified direction, and has an infinite range.
- * An example of a directional light is when a distance planet is lit by the apparently parallel lines of light from its sun. Light in a downward direction will light the top of an object.
- * Documentation: https://doc.babylonjs.com/babylon101/lights
- */
- class DirectionalLight extends ShadowLight {
- private _shadowFrustumSize;
- /**
- * Fix frustum size for the shadow generation. This is disabled if the value is 0.
- */
- /**
- * Specifies a fix frustum size for the shadow generation.
- */
- shadowFrustumSize: number;
- private _shadowOrthoScale;
- /**
- * Gets the shadow projection scale against the optimal computed one.
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
- */
- /**
- * Sets the shadow projection scale against the optimal computed one.
- * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
- * This does not impact in fixed frustum size (shadowFrustumSize being set)
- */
- shadowOrthoScale: number;
- /**
- * Automatically compute the projection matrix to best fit (including all the casters)
- * on each frame.
- */
- autoUpdateExtends: boolean;
- private _orthoLeft;
- private _orthoRight;
- private _orthoTop;
- private _orthoBottom;
- /**
- * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
- * The directional light is emitted from everywhere in the given direction.
- * It can cast shadows.
- * Documentation : http://doc.babylonjs.com/tutorials/lights
- * @param name The friendly name of the light
- * @param direction The direction of the light
- * @param scene The scene the light belongs to
- */
- constructor(name: string, direction: Vector3, scene: Scene);
- /**
- * Returns the string "DirectionalLight".
- * @return The class name
- */
- getClassName(): string;
- /**
- * Returns the integer 1.
- * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
- * Returns the DirectionalLight Shadow projection matrix.
- */
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- /**
- * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
- * Returns the DirectionalLight Shadow projection matrix.
- */
- protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix): void;
- /**
- * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
- * Returns the DirectionalLight Shadow projection matrix.
- */
- protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _buildUniformLayout(): void;
- /**
- * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The directional light
- */
- transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
- /**
- * Gets the minZ used for shadow according to both the scene and the light.
- *
- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
- * @param activeCamera The camera we are returning the min for
- * @returns the depth min z
- */
- getDepthMinZ(activeCamera: Camera): number;
- /**
- * Gets the maxZ used for shadow according to both the scene and the light.
- *
- * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
- * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
- * @param activeCamera The camera we are returning the max for
- * @returns the depth max z
- */
- getDepthMaxZ(activeCamera: Camera): number;
- /**
- * Prepares the list of defines specific to the light type.
- * @param defines the list of defines
- * @param lightIndex defines the index of the light for the effect
- */
- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
- }
- }
- declare module BABYLON {
- /**
- * The HemisphericLight simulates the ambient environment light,
- * so the passed direction is the light reflection direction, not the incoming direction.
- */
- class HemisphericLight extends Light {
- /**
- * The groundColor is the light in the opposite direction to the one specified during creation.
- * You can think of the diffuse and specular light as coming from the centre of the object in the given direction and the groundColor light in the opposite direction.
- */
- groundColor: Color3;
- /**
- * The light reflection direction, not the incoming direction.
- */
- direction: Vector3;
- /**
- * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
- * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
- * The HemisphericLight can't cast shadows.
- * Documentation : http://doc.babylonjs.com/tutorials/lights
- * @param name The friendly name of the light
- * @param direction The direction of the light reflection
- * @param scene The scene the light belongs to
- */
- constructor(name: string, direction: Vector3, scene: Scene);
- protected _buildUniformLayout(): void;
- /**
- * Returns the string "HemisphericLight".
- * @return The class name
- */
- getClassName(): string;
- /**
- * Sets the HemisphericLight direction towards the passed target (Vector3).
- * Returns the updated direction.
- * @param target The target the direction should point to
- * @return The computed direction
- */
- setDirectionToTarget(target: Vector3): Vector3;
- /**
- * Returns the shadow generator associated to the light.
- * @returns Always null for hemispheric lights because it does not support shadows.
- */
- getShadowGenerator(): Nullable<IShadowGenerator>;
- /**
- * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The hemispheric light
- */
- transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
- /**
- * Computes the world matrix of the node
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
- * @param useWasUpdatedFlag defines a reserved property
- * @returns the world matrix
- */
- computeWorldMatrix(force?: boolean, useWasUpdatedFlag?: boolean): Matrix;
- /**
- * Returns the integer 3.
- * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Prepares the list of defines specific to the light type.
- * @param defines the list of defines
- * @param lightIndex defines the index of the light for the effect
- */
- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Base class of all the lights in Babylon. It groups all the generic information about lights.
- * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
- * All meshes allow light to pass through them unless shadow generation is activated. The default number of lights allowed is four but this can be increased.
- */
- abstract class Light extends Node {
- /**
- * Falloff Default: light is falling off following the material specification:
- * standard material is using standard falloff whereas pbr material can request special falloff per materials.
- */
- static readonly FALLOFF_DEFAULT: number;
- /**
- * Falloff Physical: light is falling off following the inverse squared distance law.
- */
- static readonly FALLOFF_PHYSICAL: number;
- /**
- * Falloff gltf: light is falling off as described in the gltf moving to PBR document
- * to enhance interoperability with other engines.
- */
- static readonly FALLOFF_GLTF: number;
- /**
- * Falloff Standard: light is falling off like in the standard material
- * to enhance interoperability with other materials.
- */
- static readonly FALLOFF_STANDARD: number;
- /**
- * If every light affecting the material is in this lightmapMode,
- * material.lightmapTexture adds or multiplies
- * (depends on material.useLightmapAsShadowmap)
- * after every other light calculations.
- */
- static readonly LIGHTMAP_DEFAULT: number;
- /**
- * material.lightmapTexture as only diffuse lighting from this light
- * adds only specular lighting from this light
- * adds dynamic shadows
- */
- static readonly LIGHTMAP_SPECULAR: number;
- /**
- * material.lightmapTexture as only lighting
- * no light calculation from this light
- * only adds dynamic shadows from this light
- */
- static readonly LIGHTMAP_SHADOWSONLY: number;
- /**
- * Each light type uses the default quantity according to its type:
- * point/spot lights use luminous intensity
- * directional lights use illuminance
- */
- static readonly INTENSITYMODE_AUTOMATIC: number;
- /**
- * lumen (lm)
- */
- static readonly INTENSITYMODE_LUMINOUSPOWER: number;
- /**
- * candela (lm/sr)
- */
- static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
- /**
- * lux (lm/m^2)
- */
- static readonly INTENSITYMODE_ILLUMINANCE: number;
- /**
- * nit (cd/m^2)
- */
- static readonly INTENSITYMODE_LUMINANCE: number;
- /**
- * Light type const id of the point light.
- */
- static readonly LIGHTTYPEID_POINTLIGHT: number;
- /**
- * Light type const id of the directional light.
- */
- static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
- /**
- * Light type const id of the spot light.
- */
- static readonly LIGHTTYPEID_SPOTLIGHT: number;
- /**
- * Light type const id of the hemispheric light.
- */
- static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
- /**
- * Diffuse gives the basic color to an object.
- */
- diffuse: Color3;
- /**
- * Specular produces a highlight color on an object.
- * Note: This is note affecting PBR materials.
- */
- specular: Color3;
- /**
- * Defines the falloff type for this light. This lets overrriding how punctual light are
- * falling off base on range or angle.
- * This can be set to any values in Light.FALLOFF_x.
- *
- * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
- * other types of materials.
- */
- falloffType: number;
- /**
- * Strength of the light.
- * Note: By default it is define in the framework own unit.
- * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
- */
- intensity: number;
- private _range;
- protected _inverseSquaredRange: number;
- /**
- * Defines how far from the source the light is impacting in scene units.
- * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
- */
- /**
- * Defines how far from the source the light is impacting in scene units.
- * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
- */
- range: number;
- /**
- * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
- * of light.
- */
- private _photometricScale;
- private _intensityMode;
- /**
- * Gets the photometric scale used to interpret the intensity.
- * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
- */
- /**
- * Sets the photometric scale used to interpret the intensity.
- * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
- */
- intensityMode: number;
- private _radius;
- /**
- * Gets the light radius used by PBR Materials to simulate soft area lights.
- */
- /**
- * sets the light radius used by PBR Materials to simulate soft area lights.
- */
- radius: number;
- private _renderPriority;
- /**
- * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
- * exceeding the number allowed of the materials.
- */
- renderPriority: number;
- private _shadowEnabled;
- /**
- * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
- * the current shadow generator.
- */
- /**
- * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
- * the current shadow generator.
- */
- shadowEnabled: boolean;
- private _includedOnlyMeshes;
- /**
- * Gets the only meshes impacted by this light.
- */
- /**
- * Sets the only meshes impacted by this light.
- */
- includedOnlyMeshes: AbstractMesh[];
- private _excludedMeshes;
- /**
- * Gets the meshes not impacted by this light.
- */
- /**
- * Sets the meshes not impacted by this light.
- */
- excludedMeshes: AbstractMesh[];
- private _excludeWithLayerMask;
- /**
- * Gets the layer id use to find what meshes are not impacted by the light.
- * Inactive if 0
- */
- /**
- * Sets the layer id use to find what meshes are not impacted by the light.
- * Inactive if 0
- */
- excludeWithLayerMask: number;
- private _includeOnlyWithLayerMask;
- /**
- * Gets the layer id use to find what meshes are impacted by the light.
- * Inactive if 0
- */
- /**
- * Sets the layer id use to find what meshes are impacted by the light.
- * Inactive if 0
- */
- includeOnlyWithLayerMask: number;
- private _lightmapMode;
- /**
- * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
- */
- /**
- * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
- */
- lightmapMode: number;
- /**
- * Shadow generator associted to the light.
- * @hidden Internal use only.
- */
- _shadowGenerator: Nullable<IShadowGenerator>;
- /**
- * @hidden Internal use only.
- */
- _excludedMeshesIds: string[];
- /**
- * @hidden Internal use only.
- */
- _includedOnlyMeshesIds: string[];
- /**
- * The current light unifom buffer.
- * @hidden Internal use only.
- */
- _uniformBuffer: UniformBuffer;
- /**
- * Creates a Light object in the scene.
- * Documentation : http://doc.babylonjs.com/tutorials/lights
- * @param name The firendly name of the light
- * @param scene The scene the light belongs too
- */
- constructor(name: string, scene: Scene);
- protected abstract _buildUniformLayout(): void;
- /**
- * Sets the passed Effect "effect" with the Light information.
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The light
- */
- abstract transferToEffect(effect: Effect, lightIndex: string): Light;
- /**
- * Returns the string "Light".
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Converts the light information to a readable string for debug purpose.
- * @param fullDetails Supports for multiple levels of logging within scene loading
- * @returns the human readable light info
- */
- toString(fullDetails?: boolean): string;
- /** @hidden */
- protected _syncParentEnabledState(): void;
- /**
- * Set the enabled state of this node.
- * @param value - the new enabled state
- */
- setEnabled(value: boolean): void;
- /**
- * Returns the Light associated shadow generator if any.
- * @return the associated shadow generator.
- */
- getShadowGenerator(): Nullable<IShadowGenerator>;
- /**
- * Returns a Vector3, the absolute light position in the World.
- * @returns the world space position of the light
- */
- getAbsolutePosition(): Vector3;
- /**
- * Specifies if the light will affect the passed mesh.
- * @param mesh The mesh to test against the light
- * @return true the mesh is affected otherwise, false.
- */
- canAffectMesh(mesh: AbstractMesh): boolean;
- /**
- * Sort function to order lights for rendering.
- * @param a First Light object to compare to second.
- * @param b Second Light object to compare first.
- * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
- */
- static CompareLightsPriority(a: Light, b: Light): number;
- /**
- * Releases resources associated with this node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- /**
- * Returns the light type ID (integer).
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
- * @returns the scaled intensity in intensity mode unit
- */
- getScaledIntensity(): number;
- /**
- * Returns a new Light object, named "name", from the current one.
- * @param name The name of the cloned light
- * @returns the new created light
- */
- clone(name: string): Nullable<Light>;
- /**
- * Serializes the current light into a Serialization object.
- * @returns the serialized object.
- */
- serialize(): any;
- /**
- * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
- * This new light is named "name" and added to the passed scene.
- * @param type Type according to the types available in Light.LIGHTTYPEID_x
- * @param name The friendly name of the light
- * @param scene The scene the new light will belong to
- * @returns the constructor function
- */
- static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
- /**
- * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
- * @param parsedLight The JSON representation of the light
- * @param scene The scene to create the parsed light in
- * @returns the created light after parsing
- */
- static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
- private _hookArrayForExcluded;
- private _hookArrayForIncludedOnly;
- private _resyncMeshes;
- /**
- * Forces the meshes to update their light related information in their rendering used effects
- * @hidden Internal Use Only
- */
- _markMeshesAsLightDirty(): void;
- /**
- * Recomputes the cached photometric scale if needed.
- */
- private _computePhotometricScale;
- /**
- * Returns the Photometric Scale according to the light type and intensity mode.
- */
- private _getPhotometricScale;
- /**
- * Reorder the light in the scene according to their defined priority.
- * @hidden Internal Use Only
- */
- _reorderLightsInScene(): void;
- /**
- * Prepares the list of defines specific to the light type.
- * @param defines the list of defines
- * @param lightIndex defines the index of the light for the effect
- */
- abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
- }
- }
- declare module BABYLON {
- /**
- * A point light is a light defined by an unique point in world space.
- * The light is emitted in every direction from this point.
- * A good example of a point light is a standard light bulb.
- * Documentation: https://doc.babylonjs.com/babylon101/lights
- */
- class PointLight extends ShadowLight {
- private _shadowAngle;
- /**
- * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- * This specifies what angle the shadow will use to be created.
- *
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
- */
- /**
- * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- * This specifies what angle the shadow will use to be created.
- *
- * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
- */
- shadowAngle: number;
- /**
- * Gets the direction if it has been set.
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- */
- /**
- * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
- */
- direction: Vector3;
- /**
- * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
- * A PointLight emits the light in every direction.
- * It can cast shadows.
- * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
- * ```javascript
- * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
- * ```
- * Documentation : http://doc.babylonjs.com/tutorials/lights
- * @param name The light friendly name
- * @param position The position of the point light in the scene
- * @param scene The scene the lights belongs to
- */
- constructor(name: string, position: Vector3, scene: Scene);
- /**
- * Returns the string "PointLight"
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Returns the integer 0.
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Specifies wether or not the shadowmap should be a cube texture.
- * @returns true if the shadowmap needs to be a cube texture.
- */
- needCube(): boolean;
- /**
- * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
- * @param faceIndex The index of the face we are computed the direction to generate shadow
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
- */
- getShadowDirection(faceIndex?: number): Vector3;
- /**
- * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
- * - fov = PI / 2
- * - aspect ratio : 1.0
- * - z-near and far equal to the active camera minZ and maxZ.
- * Returns the PointLight.
- */
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _buildUniformLayout(): void;
- /**
- * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The point light
- */
- transferToEffect(effect: Effect, lightIndex: string): PointLight;
- /**
- * Prepares the list of defines specific to the light type.
- * @param defines the list of defines
- * @param lightIndex defines the index of the light for the effect
- */
- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Interface describing all the common properties and methods a shadow light needs to implement.
- * This helps both the shadow generator and materials to genrate the corresponding shadow maps
- * as well as binding the different shadow properties to the effects.
- */
- interface IShadowLight extends Light {
- /**
- * The light id in the scene (used in scene.findLighById for instance)
- */
- id: string;
- /**
- * The position the shdow will be casted from.
- */
- position: Vector3;
- /**
- * In 2d mode (needCube being false), the direction used to cast the shadow.
- */
- direction: Vector3;
- /**
- * The transformed position. Position of the light in world space taking parenting in account.
- */
- transformedPosition: Vector3;
- /**
- * The transformed direction. Direction of the light in world space taking parenting in account.
- */
- transformedDirection: Vector3;
- /**
- * The friendly name of the light in the scene.
- */
- name: string;
- /**
- * Defines the shadow projection clipping minimum z value.
- */
- shadowMinZ: number;
- /**
- * Defines the shadow projection clipping maximum z value.
- */
- shadowMaxZ: number;
- /**
- * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
- * @returns true if the information has been computed, false if it does not need to (no parenting)
- */
- computeTransformedInformation(): boolean;
- /**
- * Gets the scene the light belongs to.
- * @returns The scene
- */
- getScene(): Scene;
- /**
- * Callback defining a custom Projection Matrix Builder.
- * This can be used to override the default projection matrix computation.
- */
- customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
- /**
- * Sets the shadow projection matrix in parameter to the generated projection matrix.
- * @param matrix The materix to updated with the projection information
- * @param viewMatrix The transform matrix of the light
- * @param renderList The list of mesh to render in the map
- * @returns The current light
- */
- setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
- /**
- * Gets the current depth scale used in ESM.
- * @returns The scale
- */
- getDepthScale(): number;
- /**
- * Returns whether or not the shadow generation require a cube texture or a 2d texture.
- * @returns true if a cube texture needs to be use
- */
- needCube(): boolean;
- /**
- * Detects if the projection matrix requires to be recomputed this frame.
- * @returns true if it requires to be recomputed otherwise, false.
- */
- needProjectionMatrixCompute(): boolean;
- /**
- * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
- */
- forceProjectionMatrixCompute(): void;
- /**
- * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
- * @param faceIndex The index of the face we are computed the direction to generate shadow
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
- */
- getShadowDirection(faceIndex?: number): Vector3;
- /**
- * Gets the minZ used for shadow according to both the scene and the light.
- * @param activeCamera The camera we are returning the min for
- * @returns the depth min z
- */
- getDepthMinZ(activeCamera: Camera): number;
- /**
- * Gets the maxZ used for shadow according to both the scene and the light.
- * @param activeCamera The camera we are returning the max for
- * @returns the depth max z
- */
- getDepthMaxZ(activeCamera: Camera): number;
- }
- /**
- * Base implementation IShadowLight
- * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
- */
- abstract class ShadowLight extends Light implements IShadowLight {
- protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _position: Vector3;
- protected _setPosition(value: Vector3): void;
- /**
- * Sets the position the shadow will be casted from. Also use as the light position for both
- * point and spot lights.
- */
- /**
- * Sets the position the shadow will be casted from. Also use as the light position for both
- * point and spot lights.
- */
- position: Vector3;
- protected _direction: Vector3;
- protected _setDirection(value: Vector3): void;
- /**
- * In 2d mode (needCube being false), gets the direction used to cast the shadow.
- * Also use as the light direction on spot and directional lights.
- */
- /**
- * In 2d mode (needCube being false), sets the direction used to cast the shadow.
- * Also use as the light direction on spot and directional lights.
- */
- direction: Vector3;
- private _shadowMinZ;
- /**
- * Gets the shadow projection clipping minimum z value.
- */
- /**
- * Sets the shadow projection clipping minimum z value.
- */
- shadowMinZ: number;
- private _shadowMaxZ;
- /**
- * Sets the shadow projection clipping maximum z value.
- */
- /**
- * Gets the shadow projection clipping maximum z value.
- */
- shadowMaxZ: number;
- /**
- * Callback defining a custom Projection Matrix Builder.
- * This can be used to override the default projection matrix computation.
- */
- customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
- /**
- * The transformed position. Position of the light in world space taking parenting in account.
- */
- transformedPosition: Vector3;
- /**
- * The transformed direction. Direction of the light in world space taking parenting in account.
- */
- transformedDirection: Vector3;
- private _needProjectionMatrixCompute;
- /**
- * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
- * @returns true if the information has been computed, false if it does not need to (no parenting)
- */
- computeTransformedInformation(): boolean;
- /**
- * Return the depth scale used for the shadow map.
- * @returns the depth scale.
- */
- getDepthScale(): number;
- /**
- * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
- * @param faceIndex The index of the face we are computed the direction to generate shadow
- * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
- */
- getShadowDirection(faceIndex?: number): Vector3;
- /**
- * Returns the ShadowLight absolute position in the World.
- * @returns the position vector in world space
- */
- getAbsolutePosition(): Vector3;
- /**
- * Sets the ShadowLight direction toward the passed target.
- * @param target The point tot target in local space
- * @returns the updated ShadowLight direction
- */
- setDirectionToTarget(target: Vector3): Vector3;
- /**
- * Returns the light rotation in euler definition.
- * @returns the x y z rotation in local space.
- */
- getRotation(): Vector3;
- /**
- * Returns whether or not the shadow generation require a cube texture or a 2d texture.
- * @returns true if a cube texture needs to be use
- */
- needCube(): boolean;
- /**
- * Detects if the projection matrix requires to be recomputed this frame.
- * @returns true if it requires to be recomputed otherwise, false.
- */
- needProjectionMatrixCompute(): boolean;
- /**
- * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
- */
- forceProjectionMatrixCompute(): void;
- /** @hidden */
- _initCache(): void;
- /** @hidden */
- _isSynchronized(): boolean;
- /**
- * Computes the world matrix of the node
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
- * @returns the world matrix
- */
- computeWorldMatrix(force?: boolean): Matrix;
- /**
- * Gets the minZ used for shadow according to both the scene and the light.
- * @param activeCamera The camera we are returning the min for
- * @returns the depth min z
- */
- getDepthMinZ(activeCamera: Camera): number;
- /**
- * Gets the maxZ used for shadow according to both the scene and the light.
- * @param activeCamera The camera we are returning the max for
- * @returns the depth max z
- */
- getDepthMaxZ(activeCamera: Camera): number;
- /**
- * Sets the shadow projection matrix in parameter to the generated projection matrix.
- * @param matrix The materix to updated with the projection information
- * @param viewMatrix The transform matrix of the light
- * @param renderList The list of mesh to render in the map
- * @returns The current light
- */
- setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
- }
- }
- declare module BABYLON {
- /**
- * A spot light is defined by a position, a direction, an angle, and an exponent.
- * These values define a cone of light starting from the position, emitting toward the direction.
- * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
- * and the exponent defines the speed of the decay of the light with distance (reach).
- * Documentation: https://doc.babylonjs.com/babylon101/lights
- */
- class SpotLight extends ShadowLight {
- private _angle;
- private _innerAngle;
- private _cosHalfAngle;
- private _lightAngleScale;
- private _lightAngleOffset;
- /**
- * Gets the cone angle of the spot light in Radians.
- */
- /**
- * Sets the cone angle of the spot light in Radians.
- */
- angle: number;
- /**
- * Only used in gltf falloff mode, this defines the angle where
- * the directional falloff will start before cutting at angle which could be seen
- * as outer angle.
- */
- /**
- * Only used in gltf falloff mode, this defines the angle where
- * the directional falloff will start before cutting at angle which could be seen
- * as outer angle.
- */
- innerAngle: number;
- private _shadowAngleScale;
- /**
- * Allows scaling the angle of the light for shadow generation only.
- */
- /**
- * Allows scaling the angle of the light for shadow generation only.
- */
- shadowAngleScale: number;
- /**
- * The light decay speed with the distance from the emission spot.
- */
- exponent: number;
- private _projectionTextureMatrix;
- /**
- * Allows reading the projecton texture
- */
- readonly projectionTextureMatrix: Matrix;
- protected _projectionTextureLightNear: number;
- /**
- * Gets the near clip of the Spotlight for texture projection.
- */
- /**
- * Sets the near clip of the Spotlight for texture projection.
- */
- projectionTextureLightNear: number;
- protected _projectionTextureLightFar: number;
- /**
- * Gets the far clip of the Spotlight for texture projection.
- */
- /**
- * Sets the far clip of the Spotlight for texture projection.
- */
- projectionTextureLightFar: number;
- protected _projectionTextureUpDirection: Vector3;
- /**
- * Gets the Up vector of the Spotlight for texture projection.
- */
- /**
- * Sets the Up vector of the Spotlight for texture projection.
- */
- projectionTextureUpDirection: Vector3;
- private _projectionTexture;
- /**
- * Gets the projection texture of the light.
- */
- /**
- * Sets the projection texture of the light.
- */
- projectionTexture: Nullable<BaseTexture>;
- private _projectionTextureViewLightDirty;
- private _projectionTextureProjectionLightDirty;
- private _projectionTextureDirty;
- private _projectionTextureViewTargetVector;
- private _projectionTextureViewLightMatrix;
- private _projectionTextureProjectionLightMatrix;
- private _projectionTextureScalingMatrix;
- /**
- * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
- * It can cast shadows.
- * Documentation : http://doc.babylonjs.com/tutorials/lights
- * @param name The light friendly name
- * @param position The position of the spot light in the scene
- * @param direction The direction of the light in the scene
- * @param angle The cone angle of the light in Radians
- * @param exponent The light decay speed with the distance from the emission spot
- * @param scene The scene the lights belongs to
- */
- constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
- /**
- * Returns the string "SpotLight".
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Returns the integer 2.
- * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
- */
- getTypeID(): number;
- /**
- * Overrides the direction setter to recompute the projection texture view light Matrix.
- */
- protected _setDirection(value: Vector3): void;
- /**
- * Overrides the position setter to recompute the projection texture view light Matrix.
- */
- protected _setPosition(value: Vector3): void;
- /**
- * Sets the passed matrix "matrix" as perspective projection matrix for the shadows and the passed view matrix with the fov equal to the SpotLight angle and and aspect ratio of 1.0.
- * Returns the SpotLight.
- */
- protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
- protected _computeProjectionTextureViewLightMatrix(): void;
- protected _computeProjectionTextureProjectionLightMatrix(): void;
- /**
- * Main function for light texture projection matrix computing.
- */
- protected _computeProjectionTextureMatrix(): void;
- protected _buildUniformLayout(): void;
- private _computeAngleValues;
- /**
- * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
- * @param effect The effect to update
- * @param lightIndex The index of the light in the effect to update
- * @returns The spot light
- */
- transferToEffect(effect: Effect, lightIndex: string): SpotLight;
- /**
- * Disposes the light and the associated resources.
- */
- dispose(): void;
- /**
- * Prepares the list of defines specific to the light type.
- * @param defines the list of defines
- * @param lightIndex defines the index of the light for the effect
- */
- prepareLightSpecificDefines(defines: any, lightIndex: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Interface used to present a loading screen while loading a scene
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- interface ILoadingScreen {
- /**
- * Function called to display the loading screen
- */
- displayLoadingUI: () => void;
- /**
- * Function called to hide the loading screen
- */
- hideLoadingUI: () => void;
- /**
- * Gets or sets the color to use for the background
- */
- loadingUIBackgroundColor: string;
- /**
- * Gets or sets the text to display while loading
- */
- loadingUIText: string;
- }
- /**
- * Class used for the default loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- class DefaultLoadingScreen implements ILoadingScreen {
- private _renderingCanvas;
- private _loadingText;
- private _loadingDivBackgroundColor;
- private _loadingDiv;
- private _loadingTextDiv;
- /**
- * Creates a new default loading screen
- * @param _renderingCanvas defines the canvas used to render the scene
- * @param _loadingText defines the default text to display
- * @param _loadingDivBackgroundColor defines the default background color
- */
- constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
- /**
- * Function called to display the loading screen
- */
- displayLoadingUI(): void;
- /**
- * Function called to hide the loading screen
- */
- hideLoadingUI(): void;
- /**
- * Gets or sets the text to display while loading
- */
- loadingUIText: string;
- /**
- * Gets or sets the color to use for the background
- */
- loadingUIBackgroundColor: string;
- private _resizeLoadingUI;
- }
- }
- declare module BABYLON {
- /**
- * Class used to represent data loading progression
- */
- class SceneLoaderProgressEvent {
- /** defines if data length to load can be evaluated */
- readonly lengthComputable: boolean;
- /** defines the loaded data length */
- readonly loaded: number;
- /** defines the data length to load */
- readonly total: number;
- /**
- * Create a new progress event
- * @param lengthComputable defines if data length to load can be evaluated
- * @param loaded defines the loaded data length
- * @param total defines the data length to load
- */
- constructor(
- /** defines if data length to load can be evaluated */
- lengthComputable: boolean,
- /** defines the loaded data length */
- loaded: number,
- /** defines the data length to load */
- total: number);
- /**
- * Creates a new SceneLoaderProgressEvent from a ProgressEvent
- * @param event defines the source event
- * @returns a new SceneLoaderProgressEvent
- */
- static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
- }
- /**
- * Interface used by SceneLoader plugins to define supported file extensions
- */
- interface ISceneLoaderPluginExtensions {
- /**
- * Defines the list of supported extensions
- */
- [extension: string]: {
- isBinary: boolean;
- };
- }
- /**
- * Interface used by SceneLoader plugin factory
- */
- interface ISceneLoaderPluginFactory {
- /**
- * Defines the name of the factory
- */
- name: string;
- /**
- * Function called to create a new plugin
- * @return the new plugin
- */
- createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
- /**
- * Boolean indicating if the plugin can direct load specific data
- */
- canDirectLoad?: (data: string) => boolean;
- }
- /**
- * Interface used to define a SceneLoader plugin
- */
- interface ISceneLoaderPlugin {
- /**
- * The friendly name of this plugin.
- */
- name: string;
- /**
- * The file extensions supported by this plugin.
- */
- extensions: string | ISceneLoaderPluginExtensions;
- /**
- * Import meshes into a scene.
- * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
- * @param scene The scene to import into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param meshes The meshes array to import into
- * @param particleSystems The particle systems array to import into
- * @param skeletons The skeletons array to import into
- * @param onError The callback when import fails
- * @returns True if successful or false otherwise
- */
- importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
- /**
- * Load into a scene.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onError The callback when import fails
- * @returns true if successful or false otherwise
- */
- load(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
- /**
- * The callback that returns true if the data can be directly loaded.
- */
- canDirectLoad?: (data: string) => boolean;
- /**
- * The callback that allows custom handling of the root url based on the response url.
- */
- rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onError The callback when import fails
- * @returns The loaded asset container
- */
- loadAssetContainer(scene: Scene, data: string, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
- }
- /**
- * Interface used to define an async SceneLoader plugin
- */
- interface ISceneLoaderPluginAsync {
- /**
- * The friendly name of this plugin.
- */
- name: string;
- /**
- * The file extensions supported by this plugin.
- */
- extensions: string | ISceneLoaderPluginExtensions;
- /**
- * Import meshes into a scene.
- * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
- * @param scene The scene to import into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns The loaded meshes, particle systems, skeletons, and animation groups
- */
- importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
- meshes: AbstractMesh[];
- particleSystems: IParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- /**
- * Load into a scene.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns Nothing
- */
- loadAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
- /**
- * The callback that returns true if the data can be directly loaded.
- */
- canDirectLoad?: (data: string) => boolean;
- /**
- * The callback that allows custom handling of the root url based on the response url.
- */
- rewriteRootURL?: (rootUrl: string, responseURL?: string) => string;
- /**
- * Load into an asset container.
- * @param scene The scene to load into
- * @param data The data to import
- * @param rootUrl The root url for scene and resources
- * @param onProgress The callback when the load progresses
- * @param fileName Defines the name of the file to load
- * @returns The loaded asset container
- */
- loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
- }
- /**
- * Class used to load scene from various file formats using registered plugins
- * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
- */
- class SceneLoader {
- private static _ForceFullSceneLoadingForIncremental;
- private static _ShowLoadingScreen;
- private static _CleanBoneMatrixWeights;
- /**
- * No logging while loading
- */
- static readonly NO_LOGGING: number;
- /**
- * Minimal logging while loading
- */
- static readonly MINIMAL_LOGGING: number;
- /**
- * Summary logging while loading
- */
- static readonly SUMMARY_LOGGING: number;
- /**
- * Detailled logging while loading
- */
- static readonly DETAILED_LOGGING: number;
- private static _loggingLevel;
- /**
- * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
- */
- static ForceFullSceneLoadingForIncremental: boolean;
- /**
- * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
- */
- static ShowLoadingScreen: boolean;
- /**
- * Defines the current logging level (while loading the scene)
- * @ignorenaming
- */
- static loggingLevel: number;
- /**
- * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
- */
- static CleanBoneMatrixWeights: boolean;
- /**
- * Event raised when a plugin is used to load a scene
- */
- static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
- private static _registeredPlugins;
- private static _getDefaultPlugin;
- private static _getPluginForExtension;
- private static _getPluginForDirectLoad;
- private static _getPluginForFilename;
- private static _getDirectLoad;
- private static _loadData;
- private static _getFileInfo;
- /**
- * Gets a plugin that can load the given extension
- * @param extension defines the extension to load
- * @returns a plugin or null if none works
- */
- static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
- /**
- * Gets a boolean indicating that the given extension can be loaded
- * @param extension defines the extension to load
- * @returns true if the extension is supported
- */
- static IsPluginForExtensionAvailable(extension: string): boolean;
- /**
- * Adds a new plugin to the list of registered plugins
- * @param plugin defines the plugin to add
- */
- static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
- /**
- * Import meshes into a scene
- * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene the instance of BABYLON.Scene to append to
- * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
- * @param onProgress a callback with a progress event for each file being loaded
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded plugin
- */
- static ImportMesh(meshNames: any, rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onSuccess?: Nullable<(meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], animationGroups: AnimationGroup[]) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
- /**
- * Import meshes into a scene
- * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene the instance of BABYLON.Scene to append to
- * @param onProgress a callback with a progress event for each file being loaded
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
- */
- static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
- meshes: AbstractMesh[];
- particleSystems: IParticleSystem[];
- skeletons: Skeleton[];
- animationGroups: AnimationGroup[];
- }>;
- /**
- * Load a scene
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param engine is the instance of BABYLON.Engine to use to create the scene
- * @param onSuccess a callback with the scene when import succeeds
- * @param onProgress a callback with a progress event for each file being loaded
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded plugin
- */
- static Load(rootUrl: string, sceneFilename: string, engine: Engine, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
- /**
- * Load a scene
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param engine is the instance of BABYLON.Engine to use to create the scene
- * @param onProgress a callback with a progress event for each file being loaded
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded scene
- */
- static LoadAsync(rootUrl: string, sceneFilename: string, engine: Engine, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
- /**
- * Append a scene
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene is the instance of BABYLON.Scene to append to
- * @param onSuccess a callback with the scene when import succeeds
- * @param onProgress a callback with a progress event for each file being loaded
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded plugin
- */
- static Append(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
- /**
- * Append a scene
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene is the instance of BABYLON.Scene to append to
- * @param onProgress a callback with a progress event for each file being loaded
- * @param pluginExtension the extension used to determine the plugin
- * @returns The given scene
- */
- static AppendAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
- /**
- * Load a scene into an asset container
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
- * @param onSuccess a callback with the scene when import succeeds
- * @param onProgress a callback with a progress event for each file being loaded
- * @param onError a callback with the scene, a message, and possibly an exception when import fails
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded plugin
- */
- static LoadAssetContainer(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onSuccess?: Nullable<(assets: AssetContainer) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>, pluginExtension?: Nullable<string>): Nullable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
- /**
- * Load a scene into an asset container
- * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
- * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
- * @param scene is the instance of BABYLON.Scene to append to
- * @param onProgress a callback with a progress event for each file being loaded
- * @param pluginExtension the extension used to determine the plugin
- * @returns The loaded asset container
- */
- static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
- }
- }
- declare module BABYLON {
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- class ColorCurves {
- private _dirty;
- private _tempColor;
- private _globalCurve;
- private _highlightsCurve;
- private _midtonesCurve;
- private _shadowsCurve;
- private _positiveCurve;
- private _negativeCurve;
- private _globalHue;
- private _globalDensity;
- private _globalSaturation;
- private _globalExposure;
- /**
- * Gets the global Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- /**
- * Sets the global Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- globalHue: number;
- /**
- * Gets the global Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- /**
- * Sets the global Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- globalDensity: number;
- /**
- * Gets the global Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- /**
- * Sets the global Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- globalSaturation: number;
- /**
- * Gets the global Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- /**
- * Sets the global Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- globalExposure: number;
- private _highlightsHue;
- private _highlightsDensity;
- private _highlightsSaturation;
- private _highlightsExposure;
- /**
- * Gets the highlights Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- /**
- * Sets the highlights Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- highlightsHue: number;
- /**
- * Gets the highlights Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- /**
- * Sets the highlights Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- highlightsDensity: number;
- /**
- * Gets the highlights Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- /**
- * Sets the highlights Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- highlightsSaturation: number;
- /**
- * Gets the highlights Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- /**
- * Sets the highlights Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- highlightsExposure: number;
- private _midtonesHue;
- private _midtonesDensity;
- private _midtonesSaturation;
- private _midtonesExposure;
- /**
- * Gets the midtones Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- /**
- * Sets the midtones Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- midtonesHue: number;
- /**
- * Gets the midtones Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- /**
- * Sets the midtones Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- midtonesDensity: number;
- /**
- * Gets the midtones Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- /**
- * Sets the midtones Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- midtonesSaturation: number;
- /**
- * Gets the midtones Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- /**
- * Sets the midtones Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- midtonesExposure: number;
- private _shadowsHue;
- private _shadowsDensity;
- private _shadowsSaturation;
- private _shadowsExposure;
- /**
- * Gets the shadows Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- /**
- * Sets the shadows Hue value.
- * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
- */
- shadowsHue: number;
- /**
- * Gets the shadows Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- /**
- * Sets the shadows Density value.
- * The density value is in range [-100,+100] where 0 means the color filter has no effect and +100 means the color filter has maximum effect.
- * Values less than zero provide a filter of opposite hue.
- */
- shadowsDensity: number;
- /**
- * Gets the shadows Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- /**
- * Sets the shadows Saturation value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
- */
- shadowsSaturation: number;
- /**
- * Gets the shadows Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- /**
- * Sets the shadows Exposure value.
- * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
- */
- shadowsExposure: number;
- /**
- * Returns the class name
- * @returns The class name
- */
- getClassName(): string;
- /**
- * Binds the color curves to the shader.
- * @param colorCurves The color curve to bind
- * @param effect The effect to bind to
- * @param positiveUniform The positive uniform shader parameter
- * @param neutralUniform The neutral uniform shader parameter
- * @param negativeUniform The negative uniform shader parameter
- */
- static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
- /**
- * Prepare the list of uniforms associated with the ColorCurves effects.
- * @param uniformsList The list of uniforms used in the effect
- */
- static PrepareUniforms(uniformsList: string[]): void;
- /**
- * Returns color grading data based on a hue, density, saturation and exposure value.
- * @param filterHue The hue of the color filter.
- * @param filterDensity The density of the color filter.
- * @param saturation The saturation.
- * @param exposure The exposure.
- * @param result The result data container.
- */
- private getColorGradingDataToRef;
- /**
- * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
- * @param value The input slider value in range [-100,100].
- * @returns Adjusted value.
- */
- private static applyColorGradingSliderNonlinear;
- /**
- * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
- * @param hue The hue (H) input.
- * @param saturation The saturation (S) input.
- * @param brightness The brightness (B) input.
- * @result An RGBA color represented as Vector4.
- */
- private static fromHSBToRef;
- /**
- * Returns a value clamped between min and max
- * @param value The value to clamp
- * @param min The minimum of value
- * @param max The maximum of value
- * @returns The clamped value.
- */
- private static clamp;
- /**
- * Clones the current color curve instance.
- * @return The cloned curves
- */
- clone(): ColorCurves;
- /**
- * Serializes the current color curve instance to a json representation.
- * @return a JSON representation
- */
- serialize(): any;
- /**
- * Parses the color curve from a json representation.
- * @param source the JSON source to parse
- * @return The parsed curves
- */
- static Parse(source: any): ColorCurves;
- }
- }
- declare module BABYLON {
- /**
- * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
- * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
- */
- class EffectFallbacks {
- private _defines;
- private _currentRank;
- private _maxRank;
- private _mesh;
- /**
- * Removes the fallback from the bound mesh.
- */
- unBindMesh(): void;
- /**
- * Adds a fallback on the specified property.
- * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
- * @param define The name of the define in the shader
- */
- addFallback(rank: number, define: string): void;
- /**
- * Sets the mesh to use CPU skinning when needing to fallback.
- * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
- * @param mesh The mesh to use the fallbacks.
- */
- addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
- /**
- * Checks to see if more fallbacks are still availible.
- */
- readonly isMoreFallbacks: boolean;
- /**
- * Removes the defines that shoould be removed when falling back.
- * @param currentDefines defines the current define statements for the shader.
- * @param effect defines the current effect we try to compile
- * @returns The resulting defines with defines of the current rank removed.
- */
- reduce(currentDefines: string, effect: Effect): string;
- }
- /**
- * Options to be used when creating an effect.
- */
- class EffectCreationOptions {
- /**
- * Atrributes that will be used in the shader.
- */
- attributes: string[];
- /**
- * Uniform varible names that will be set in the shader.
- */
- uniformsNames: string[];
- /**
- * Uniform buffer varible names that will be set in the shader.
- */
- uniformBuffersNames: string[];
- /**
- * Sampler texture variable names that will be set in the shader.
- */
- samplers: string[];
- /**
- * Define statements that will be set in the shader.
- */
- defines: any;
- /**
- * Possible fallbacks for this effect to improve performance when needed.
- */
- fallbacks: Nullable<EffectFallbacks>;
- /**
- * Callback that will be called when the shader is compiled.
- */
- onCompiled: Nullable<(effect: Effect) => void>;
- /**
- * Callback that will be called if an error occurs during shader compilation.
- */
- onError: Nullable<(effect: Effect, errors: string) => void>;
- /**
- * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
- */
- indexParameters: any;
- /**
- * Max number of lights that can be used in the shader.
- */
- maxSimultaneousLights: number;
- /**
- * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
- */
- transformFeedbackVaryings: Nullable<string[]>;
- }
- /**
- * Effect containing vertex and fragment shader that can be executed on an object.
- */
- class Effect {
- /**
- * Name of the effect.
- */
- name: any;
- /**
- * String container all the define statements that should be set on the shader.
- */
- defines: string;
- /**
- * Callback that will be called when the shader is compiled.
- */
- onCompiled: Nullable<(effect: Effect) => void>;
- /**
- * Callback that will be called if an error occurs during shader compilation.
- */
- onError: Nullable<(effect: Effect, errors: string) => void>;
- /**
- * Callback that will be called when effect is bound.
- */
- onBind: Nullable<(effect: Effect) => void>;
- /**
- * Unique ID of the effect.
- */
- uniqueId: number;
- /**
- * Observable that will be called when the shader is compiled.
- */
- onCompileObservable: Observable<Effect>;
- /**
- * Observable that will be called if an error occurs during shader compilation.
- */
- onErrorObservable: Observable<Effect>;
- /** @hidden */
- _onBindObservable: Nullable<Observable<Effect>>;
- /**
- * Observable that will be called when effect is bound.
- */
- readonly onBindObservable: Observable<Effect>;
- /** @hidden */
- _bonesComputationForcedToCPU: boolean;
- private static _uniqueIdSeed;
- private _engine;
- private _uniformBuffersNames;
- private _uniformsNames;
- private _samplers;
- private _isReady;
- private _compilationError;
- private _attributesNames;
- private _attributes;
- private _uniforms;
- /**
- * Key for the effect.
- * @hidden
- */
- _key: string;
- private _indexParameters;
- private _fallbacks;
- private _vertexSourceCode;
- private _fragmentSourceCode;
- private _vertexSourceCodeOverride;
- private _fragmentSourceCodeOverride;
- private _transformFeedbackVaryings;
- /**
- * Compiled shader to webGL program.
- * @hidden
- */
- _program: WebGLProgram;
- private _valueCache;
- private static _baseCache;
- /**
- * Instantiates an effect.
- * An effect can be used to create/manage/execute vertex and fragment shaders.
- * @param baseName Name of the effect.
- * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
- * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
- * @param samplers List of sampler variables that will be passed to the shader.
- * @param engine Engine to be used to render the effect
- * @param defines Define statements to be added to the shader.
- * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
- * @param onCompiled Callback that will be called when the shader is compiled.
- * @param onError Callback that will be called if an error occurs during shader compilation.
- * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
- */
- constructor(baseName: any, attributesNamesOrOptions: string[] | EffectCreationOptions, uniformsNamesOrEngine: string[] | Engine, samplers?: Nullable<string[]>, engine?: Engine, defines?: Nullable<string>, fallbacks?: Nullable<EffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
- /**
- * Unique key for this effect
- */
- readonly key: string;
- /**
- * If the effect has been compiled and prepared.
- * @returns if the effect is compiled and prepared.
- */
- isReady(): boolean;
- /**
- * The engine the effect was initialized with.
- * @returns the engine.
- */
- getEngine(): Engine;
- /**
- * The compiled webGL program for the effect
- * @returns the webGL program.
- */
- getProgram(): WebGLProgram;
- /**
- * The set of names of attribute variables for the shader.
- * @returns An array of attribute names.
- */
- getAttributesNames(): string[];
- /**
- * Returns the attribute at the given index.
- * @param index The index of the attribute.
- * @returns The location of the attribute.
- */
- getAttributeLocation(index: number): number;
- /**
- * Returns the attribute based on the name of the variable.
- * @param name of the attribute to look up.
- * @returns the attribute location.
- */
- getAttributeLocationByName(name: string): number;
- /**
- * The number of attributes.
- * @returns the numnber of attributes.
- */
- getAttributesCount(): number;
- /**
- * Gets the index of a uniform variable.
- * @param uniformName of the uniform to look up.
- * @returns the index.
- */
- getUniformIndex(uniformName: string): number;
- /**
- * Returns the attribute based on the name of the variable.
- * @param uniformName of the uniform to look up.
- * @returns the location of the uniform.
- */
- getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
- /**
- * Returns an array of sampler variable names
- * @returns The array of sampler variable neames.
- */
- getSamplers(): string[];
- /**
- * The error from the last compilation.
- * @returns the error string.
- */
- getCompilationError(): string;
- /**
- * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
- * @param func The callback to be used.
- */
- executeWhenCompiled(func: (effect: Effect) => void): void;
- /** @hidden */
- _loadVertexShader(vertex: any, callback: (data: any) => void): void;
- /** @hidden */
- _loadFragmentShader(fragment: any, callback: (data: any) => void): void;
- /** @hidden */
- _dumpShadersSource(vertexCode: string, fragmentCode: string, defines: string): void;
- private _processShaderConversion;
- private _processIncludes;
- private _processPrecision;
- /**
- * Recompiles the webGL program
- * @param vertexSourceCode The source code for the vertex shader.
- * @param fragmentSourceCode The source code for the fragment shader.
- * @param onCompiled Callback called when completed.
- * @param onError Callback called on error.
- * @hidden
- */
- _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void): void;
- /**
- * Gets the uniform locations of the the specified variable names
- * @param names THe names of the variables to lookup.
- * @returns Array of locations in the same order as variable names.
- */
- getSpecificUniformLocations(names: string[]): Nullable<WebGLUniformLocation>[];
- /**
- * Prepares the effect
- * @hidden
- */
- _prepareEffect(): void;
- /**
- * Checks if the effect is supported. (Must be called after compilation)
- */
- readonly isSupported: boolean;
- /**
- * Binds a texture to the engine to be used as output of the shader.
- * @param channel Name of the output variable.
- * @param texture Texture to bind.
- * @hidden
- */
- _bindTexture(channel: string, texture: InternalTexture): void;
- /**
- * Sets a texture on the engine to be used in the shader.
- * @param channel Name of the sampler variable.
- * @param texture Texture to set.
- */
- setTexture(channel: string, texture: Nullable<BaseTexture>): void;
- /**
- * Sets a depth stencil texture from a render target on the engine to be used in the shader.
- * @param channel Name of the sampler variable.
- * @param texture Texture to set.
- */
- setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
- /**
- * Sets an array of textures on the engine to be used in the shader.
- * @param channel Name of the variable.
- * @param textures Textures to set.
- */
- setTextureArray(channel: string, textures: BaseTexture[]): void;
- /**
- * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
- * @param channel Name of the sampler variable.
- * @param postProcess Post process to get the input texture from.
- */
- setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
- /**
- * (Warning! setTextureFromPostProcessOutput may be desired instead)
- * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
- * @param channel Name of the sampler variable.
- * @param postProcess Post process to get the output texture from.
- */
- setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
- /** @hidden */
- _cacheMatrix(uniformName: string, matrix: Matrix): boolean;
- /** @hidden */
- _cacheFloat2(uniformName: string, x: number, y: number): boolean;
- /** @hidden */
- _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
- /** @hidden */
- _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
- /**
- * Binds a buffer to a uniform.
- * @param buffer Buffer to bind.
- * @param name Name of the uniform variable to bind to.
- */
- bindUniformBuffer(buffer: WebGLBuffer, name: string): void;
- /**
- * Binds block to a uniform.
- * @param blockName Name of the block to bind.
- * @param index Index to bind.
- */
- bindUniformBlock(blockName: string, index: number): void;
- /**
- * Sets an interger value on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value Value to be set.
- * @returns this effect.
- */
- setInt(uniformName: string, value: number): Effect;
- /**
- * Sets an int array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray(uniformName: string, array: Int32Array): Effect;
- /**
- * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray2(uniformName: string, array: Int32Array): Effect;
- /**
- * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray3(uniformName: string, array: Int32Array): Effect;
- /**
- * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setIntArray4(uniformName: string, array: Int32Array): Effect;
- /**
- * Sets an float array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray(uniformName: string, array: Float32Array): Effect;
- /**
- * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray2(uniformName: string, array: Float32Array): Effect;
- /**
- * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray3(uniformName: string, array: Float32Array): Effect;
- /**
- * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setFloatArray4(uniformName: string, array: Float32Array): Effect;
- /**
- * Sets an array on a uniform variable.
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray(uniformName: string, array: number[]): Effect;
- /**
- * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray2(uniformName: string, array: number[]): Effect;
- /**
- * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray3(uniformName: string, array: number[]): Effect;
- /**
- * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
- * @param uniformName Name of the variable.
- * @param array array to be set.
- * @returns this effect.
- */
- setArray4(uniformName: string, array: number[]): Effect;
- /**
- * Sets matrices on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrices matrices to be set.
- * @returns this effect.
- */
- setMatrices(uniformName: string, matrices: Float32Array): Effect;
- /**
- * Sets matrix on a uniform variable.
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix(uniformName: string, matrix: Matrix): Effect;
- /**
- * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
- /**
- * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
- * @param uniformName Name of the variable.
- * @param matrix matrix to be set.
- * @returns this effect.
- */
- setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
- /**
- * Sets a float on a uniform variable.
- * @param uniformName Name of the variable.
- * @param value value to be set.
- * @returns this effect.
- */
- setFloat(uniformName: string, value: number): Effect;
- /**
- * Sets a boolean on a uniform variable.
- * @param uniformName Name of the variable.
- * @param bool value to be set.
- * @returns this effect.
- */
- setBool(uniformName: string, bool: boolean): Effect;
- /**
- * Sets a Vector2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector2 vector2 to be set.
- * @returns this effect.
- */
- setVector2(uniformName: string, vector2: Vector2): Effect;
- /**
- * Sets a float2 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float2.
- * @param y Second float in float2.
- * @returns this effect.
- */
- setFloat2(uniformName: string, x: number, y: number): Effect;
- /**
- * Sets a Vector3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector3 Value to be set.
- * @returns this effect.
- */
- setVector3(uniformName: string, vector3: Vector3): Effect;
- /**
- * Sets a float3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float3.
- * @param y Second float in float3.
- * @param z Third float in float3.
- * @returns this effect.
- */
- setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
- /**
- * Sets a Vector4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param vector4 Value to be set.
- * @returns this effect.
- */
- setVector4(uniformName: string, vector4: Vector4): Effect;
- /**
- * Sets a float4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param x First float in float4.
- * @param y Second float in float4.
- * @param z Third float in float4.
- * @param w Fourth float in float4.
- * @returns this effect.
- */
- setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
- /**
- * Sets a Color3 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @returns this effect.
- */
- setColor3(uniformName: string, color3: Color3): Effect;
- /**
- * Sets a Color4 on a uniform variable.
- * @param uniformName Name of the variable.
- * @param color3 Value to be set.
- * @param alpha Alpha value to be set.
- * @returns this effect.
- */
- setColor4(uniformName: string, color3: Color3, alpha: number): Effect;
- /**
- * Sets a Color4 on a uniform variable
- * @param uniformName defines the name of the variable
- * @param color4 defines the value to be set
- * @returns this effect.
- */
- setDirectColor4(uniformName: string, color4: Color4): Effect;
- /**
- * This function will add a new shader to the shader store
- * @param name the name of the shader
- * @param pixelShader optional pixel shader content
- * @param vertexShader optional vertex shader content
- */
- static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
- /**
- * Store of each shader (The can be looked up using effect.key)
- */
- static ShadersStore: {
- [key: string]: string;
- };
- /**
- * Store of each included file for a shader (The can be looked up using effect.key)
- */
- static IncludesShadersStore: {
- [key: string]: string;
- };
- /**
- * Resets the cache of effects.
- */
- static ResetCache(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents all the required information to add a fresnel effect on a material:
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- class FresnelParameters {
- private _isEnabled;
- /**
- * Define if the fresnel effect is enable or not.
- */
- isEnabled: boolean;
- /**
- * Define the color used on edges (grazing angle)
- */
- leftColor: Color3;
- /**
- * Define the color used on center
- */
- rightColor: Color3;
- /**
- * Define bias applied to computed fresnel term
- */
- bias: number;
- /**
- * Defined the power exponent applied to fresnel term
- */
- power: number;
- /**
- * Clones the current fresnel and its valuues
- * @returns a clone fresnel configuration
- */
- clone(): FresnelParameters;
- /**
- * Serializes the current fresnel parameters to a JSON representation.
- * @return the JSON serialization
- */
- serialize(): any;
- /**
- * Parse a JSON object and deserialize it to a new Fresnel parameter object.
- * @param parsedFresnelParameters Define the JSON representation
- * @returns the parsed parameters
- */
- static Parse(parsedFresnelParameters: any): FresnelParameters;
- }
- }
- declare module BABYLON {
- /**
- * Interface to follow in your material defines to integrate easily the
- * Image proccessing functions.
- * @hidden
- */
- interface IImageProcessingConfigurationDefines {
- IMAGEPROCESSING: boolean;
- VIGNETTE: boolean;
- VIGNETTEBLENDMODEMULTIPLY: boolean;
- VIGNETTEBLENDMODEOPAQUE: boolean;
- TONEMAPPING: boolean;
- TONEMAPPING_ACES: boolean;
- CONTRAST: boolean;
- EXPOSURE: boolean;
- COLORCURVES: boolean;
- COLORGRADING: boolean;
- COLORGRADING3D: boolean;
- SAMPLER3DGREENDEPTH: boolean;
- SAMPLER3DBGRMAP: boolean;
- IMAGEPROCESSINGPOSTPROCESS: boolean;
- }
- /**
- * @hidden
- */
- class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
- IMAGEPROCESSING: boolean;
- VIGNETTE: boolean;
- VIGNETTEBLENDMODEMULTIPLY: boolean;
- VIGNETTEBLENDMODEOPAQUE: boolean;
- TONEMAPPING: boolean;
- TONEMAPPING_ACES: boolean;
- CONTRAST: boolean;
- COLORCURVES: boolean;
- COLORGRADING: boolean;
- COLORGRADING3D: boolean;
- SAMPLER3DGREENDEPTH: boolean;
- SAMPLER3DBGRMAP: boolean;
- IMAGEPROCESSINGPOSTPROCESS: boolean;
- EXPOSURE: boolean;
- constructor();
- }
- /**
- * This groups together the common properties used for image processing either in direct forward pass
- * or through post processing effect depending on the use of the image processing pipeline in your scene
- * or not.
- */
- class ImageProcessingConfiguration {
- /**
- * Default tone mapping applied in BabylonJS.
- */
- static readonly TONEMAPPING_STANDARD: number;
- /**
- * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
- * to other engines rendering to increase portability.
- */
- static readonly TONEMAPPING_ACES: number;
- /**
- * Color curves setup used in the effect if colorCurvesEnabled is set to true
- */
- colorCurves: Nullable<ColorCurves>;
- private _colorCurvesEnabled;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- colorCurvesEnabled: boolean;
- private _colorGradingTexture;
- /**
- * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
- */
- /**
- * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
- */
- colorGradingTexture: Nullable<BaseTexture>;
- private _colorGradingEnabled;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Sets wether the color grading effect is enabled.
- */
- colorGradingEnabled: boolean;
- private _colorGradingWithGreenDepth;
- /**
- * Gets wether the color grading effect is using a green depth for the 3d Texture.
- */
- /**
- * Sets wether the color grading effect is using a green depth for the 3d Texture.
- */
- colorGradingWithGreenDepth: boolean;
- private _colorGradingBGR;
- /**
- * Gets wether the color grading texture contains BGR values.
- */
- /**
- * Sets wether the color grading texture contains BGR values.
- */
- colorGradingBGR: boolean;
- /** @hidden */
- _exposure: number;
- /**
- * Gets the Exposure used in the effect.
- */
- /**
- * Sets the Exposure used in the effect.
- */
- exposure: number;
- private _toneMappingEnabled;
- /**
- * Gets wether the tone mapping effect is enabled.
- */
- /**
- * Sets wether the tone mapping effect is enabled.
- */
- toneMappingEnabled: boolean;
- private _toneMappingType;
- /**
- * Gets the type of tone mapping effect.
- */
- /**
- * Sets the type of tone mapping effect used in BabylonJS.
- */
- toneMappingType: number;
- protected _contrast: number;
- /**
- * Gets the contrast used in the effect.
- */
- /**
- * Sets the contrast used in the effect.
- */
- contrast: number;
- /**
- * Vignette stretch size.
- */
- vignetteStretch: number;
- /**
- * Vignette centre X Offset.
- */
- vignetteCentreX: number;
- /**
- * Vignette centre Y Offset.
- */
- vignetteCentreY: number;
- /**
- * Vignette weight or intensity of the vignette effect.
- */
- vignetteWeight: number;
- /**
- * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
- * if vignetteEnabled is set to true.
- */
- vignetteColor: Color4;
- /**
- * Camera field of view used by the Vignette effect.
- */
- vignetteCameraFov: number;
- private _vignetteBlendMode;
- /**
- * Gets the vignette blend mode allowing different kind of effect.
- */
- /**
- * Sets the vignette blend mode allowing different kind of effect.
- */
- vignetteBlendMode: number;
- private _vignetteEnabled;
- /**
- * Gets wether the vignette effect is enabled.
- */
- /**
- * Sets wether the vignette effect is enabled.
- */
- vignetteEnabled: boolean;
- private _applyByPostProcess;
- /**
- * Gets wether the image processing is applied through a post process or not.
- */
- /**
- * Sets wether the image processing is applied through a post process or not.
- */
- applyByPostProcess: boolean;
- private _isEnabled;
- /**
- * Gets wether the image processing is enabled or not.
- */
- /**
- * Sets wether the image processing is enabled or not.
- */
- isEnabled: boolean;
- /**
- * An event triggered when the configuration changes and requires Shader to Update some parameters.
- */
- onUpdateParameters: Observable<ImageProcessingConfiguration>;
- /**
- * Method called each time the image processing information changes requires to recompile the effect.
- */
- protected _updateParameters(): void;
- /**
- * Gets the current class name.
- * @return "ImageProcessingConfiguration"
- */
- getClassName(): string;
- /**
- * Prepare the list of uniforms associated with the Image Processing effects.
- * @param uniforms The list of uniforms used in the effect
- * @param defines the list of defines currently in use
- */
- static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
- /**
- * Prepare the list of samplers associated with the Image Processing effects.
- * @param samplersList The list of uniforms used in the effect
- * @param defines the list of defines currently in use
- */
- static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
- /**
- * Prepare the list of defines associated to the shader.
- * @param defines the list of defines to complete
- * @param forPostProcess Define if we are currently in post process mode or not
- */
- prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
- /**
- * Returns true if all the image processing information are ready.
- * @returns True if ready, otherwise, false
- */
- isReady(): boolean;
- /**
- * Binds the image processing to the shader.
- * @param effect The effect to bind to
- * @param aspectRatio Define the current aspect ratio of the effect
- */
- bind(effect: Effect, aspectRatio?: number): void;
- /**
- * Clones the current image processing instance.
- * @return The cloned image processing
- */
- clone(): ImageProcessingConfiguration;
- /**
- * Serializes the current image processing instance to a json representation.
- * @return a JSON representation
- */
- serialize(): any;
- /**
- * Parses the image processing from a json representation.
- * @param source the JSON source to parse
- * @return The parsed image processing
- */
- static Parse(source: any): ImageProcessingConfiguration;
- private static _VIGNETTEMODE_MULTIPLY;
- private static _VIGNETTEMODE_OPAQUE;
- /**
- * Used to apply the vignette as a mix with the pixel color.
- */
- static readonly VIGNETTEMODE_MULTIPLY: number;
- /**
- * Used to apply the vignette as a replacement of the pixel color.
- */
- static readonly VIGNETTEMODE_OPAQUE: number;
- }
- }
- declare module BABYLON {
- /**
- * Manages the defines for the Material
- */
- class MaterialDefines {
- private _keys;
- private _isDirty;
- /** @hidden */
- _renderId: number;
- /** @hidden */
- _areLightsDirty: boolean;
- /** @hidden */
- _areAttributesDirty: boolean;
- /** @hidden */
- _areTexturesDirty: boolean;
- /** @hidden */
- _areFresnelDirty: boolean;
- /** @hidden */
- _areMiscDirty: boolean;
- /** @hidden */
- _areImageProcessingDirty: boolean;
- /** @hidden */
- _normals: boolean;
- /** @hidden */
- _uvs: boolean;
- /** @hidden */
- _needNormals: boolean;
- /** @hidden */
- _needUVs: boolean;
- /**
- * Specifies if the material needs to be re-calculated
- */
- readonly isDirty: boolean;
- /**
- * Marks the material to indicate that it has been re-calculated
- */
- markAsProcessed(): void;
- /**
- * Marks the material to indicate that it needs to be re-calculated
- */
- markAsUnprocessed(): void;
- /**
- * Marks the material to indicate all of its defines need to be re-calculated
- */
- markAllAsDirty(): void;
- /**
- * Marks the material to indicate that image processing needs to be re-calculated
- */
- markAsImageProcessingDirty(): void;
- /**
- * Marks the material to indicate the lights need to be re-calculated
- */
- markAsLightDirty(): void;
- /**
- * Marks the attribute state as changed
- */
- markAsAttributesDirty(): void;
- /**
- * Marks the texture state as changed
- */
- markAsTexturesDirty(): void;
- /**
- * Marks the fresnel state as changed
- */
- markAsFresnelDirty(): void;
- /**
- * Marks the misc state as changed
- */
- markAsMiscDirty(): void;
- /**
- * Rebuilds the material defines
- */
- rebuild(): void;
- /**
- * Specifies if two material defines are equal
- * @param other - A material define instance to compare to
- * @returns - Boolean indicating if the material defines are equal (true) or not (false)
- */
- isEqual(other: MaterialDefines): boolean;
- /**
- * Clones this instance's defines to another instance
- * @param other - material defines to clone values to
- */
- cloneTo(other: MaterialDefines): void;
- /**
- * Resets the material define values
- */
- reset(): void;
- /**
- * Converts the material define values to a string
- * @returns - String of material define information
- */
- toString(): string;
- }
- /**
- * Base class for the main features of a material in Babylon.js
- */
- class Material implements IAnimatable {
- private static _TriangleFillMode;
- private static _WireFrameFillMode;
- private static _PointFillMode;
- private static _PointListDrawMode;
- private static _LineListDrawMode;
- private static _LineLoopDrawMode;
- private static _LineStripDrawMode;
- private static _TriangleStripDrawMode;
- private static _TriangleFanDrawMode;
- /**
- * Returns the triangle fill mode
- */
- static readonly TriangleFillMode: number;
- /**
- * Returns the wireframe mode
- */
- static readonly WireFrameFillMode: number;
- /**
- * Returns the point fill mode
- */
- static readonly PointFillMode: number;
- /**
- * Returns the point list draw mode
- */
- static readonly PointListDrawMode: number;
- /**
- * Returns the line list draw mode
- */
- static readonly LineListDrawMode: number;
- /**
- * Returns the line loop draw mode
- */
- static readonly LineLoopDrawMode: number;
- /**
- * Returns the line strip draw mode
- */
- static readonly LineStripDrawMode: number;
- /**
- * Returns the triangle strip draw mode
- */
- static readonly TriangleStripDrawMode: number;
- /**
- * Returns the triangle fan draw mode
- */
- static readonly TriangleFanDrawMode: number;
- /**
- * Stores the clock-wise side orientation
- */
- private static _ClockWiseSideOrientation;
- /**
- * Stores the counter clock-wise side orientation
- */
- private static _CounterClockWiseSideOrientation;
- /**
- * Returns the clock-wise side orientation
- */
- static readonly ClockWiseSideOrientation: number;
- /**
- * Returns the counter clock-wise side orientation
- */
- static readonly CounterClockWiseSideOrientation: number;
- /**
- * The dirty texture flag value
- */
- static readonly TextureDirtyFlag: number;
- /**
- * The dirty light flag value
- */
- static readonly LightDirtyFlag: number;
- /**
- * The dirty fresnel flag value
- */
- static readonly FresnelDirtyFlag: number;
- /**
- * The dirty attribute flag value
- */
- static readonly AttributesDirtyFlag: number;
- /**
- * The dirty misc flag value
- */
- static readonly MiscDirtyFlag: number;
- /**
- * The all dirty flag value
- */
- static readonly AllDirtyFlag: number;
- /**
- * The ID of the material
- */
- id: string;
- /**
- * Gets or sets the unique id of the material
- */
- uniqueId: number;
- /**
- * The name of the material
- */
- name: string;
- /**
- * Specifies if the ready state should be checked on each call
- */
- checkReadyOnEveryCall: boolean;
- /**
- * Specifies if the ready state should be checked once
- */
- checkReadyOnlyOnce: boolean;
- /**
- * The state of the material
- */
- state: string;
- /**
- * The alpha value of the material
- */
- protected _alpha: number;
- /**
- * Sets the alpha value of the material
- */
- /**
- * Gets the alpha value of the material
- */
- alpha: number;
- /**
- * Specifies if back face culling is enabled
- */
- protected _backFaceCulling: boolean;
- /**
- * Sets the back-face culling state
- */
- /**
- * Gets the back-face culling state
- */
- backFaceCulling: boolean;
- /**
- * Stores the value for side orientation
- */
- sideOrientation: number;
- /**
- * Callback triggered when the material is compiled
- */
- onCompiled: (effect: Effect) => void;
- /**
- * Callback triggered when an error occurs
- */
- onError: (effect: Effect, errors: string) => void;
- /**
- * Callback triggered to get the render target textures
- */
- getRenderTargetTextures: () => SmartArray<RenderTargetTexture>;
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * Specifies if the material should be serialized
- */
- doNotSerialize: boolean;
- /**
- * Specifies if the effect should be stored on sub meshes
- */
- storeEffectOnSubMeshes: boolean;
- /**
- * Stores the animations for the material
- */
- animations: Array<Animation>;
- /**
- * An event triggered when the material is disposed
- */
- onDisposeObservable: Observable<Material>;
- /**
- * An observer which watches for dispose events
- */
- private _onDisposeObserver;
- private _onUnBindObservable;
- /**
- * Called during a dispose event
- */
- onDispose: () => void;
- private _onBindObservable;
- /**
- * An event triggered when the material is bound
- */
- readonly onBindObservable: Observable<AbstractMesh>;
- /**
- * An observer which watches for bind events
- */
- private _onBindObserver;
- /**
- * Called during a bind event
- */
- onBind: (Mesh: AbstractMesh) => void;
- /**
- * An event triggered when the material is unbound
- */
- readonly onUnBindObservable: Observable<Material>;
- /**
- * Stores the value of the alpha mode
- */
- private _alphaMode;
- /**
- * Sets the value of the alpha mode.
- *
- * | Value | Type | Description |
- * | --- | --- | --- |
- * | 0 | ALPHA_DISABLE | |
- * | 1 | ALPHA_ADD | |
- * | 2 | ALPHA_COMBINE | |
- * | 3 | ALPHA_SUBTRACT | |
- * | 4 | ALPHA_MULTIPLY | |
- * | 5 | ALPHA_MAXIMIZED | |
- * | 6 | ALPHA_ONEONE | |
- * | 7 | ALPHA_PREMULTIPLIED | |
- * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
- * | 9 | ALPHA_INTERPOLATE | |
- * | 10 | ALPHA_SCREENMODE | |
- *
- */
- /**
- * Gets the value of the alpha mode
- */
- alphaMode: number;
- /**
- * Stores the state of the need depth pre-pass value
- */
- private _needDepthPrePass;
- /**
- * Sets the need depth pre-pass value
- */
- /**
- * Gets the depth pre-pass value
- */
- needDepthPrePass: boolean;
- /**
- * Specifies if depth writing should be disabled
- */
- disableDepthWrite: boolean;
- /**
- * Specifies if depth writing should be forced
- */
- forceDepthWrite: boolean;
- /**
- * Specifies if there should be a separate pass for culling
- */
- separateCullingPass: boolean;
- /**
- * Stores the state specifing if fog should be enabled
- */
- private _fogEnabled;
- /**
- * Sets the state for enabling fog
- */
- /**
- * Gets the value of the fog enabled state
- */
- fogEnabled: boolean;
- /**
- * Stores the size of points
- */
- pointSize: number;
- /**
- * Stores the z offset value
- */
- zOffset: number;
- /**
- * Gets a value specifying if wireframe mode is enabled
- */
- /**
- * Sets the state of wireframe mode
- */
- wireframe: boolean;
- /**
- * Gets the value specifying if point clouds are enabled
- */
- /**
- * Sets the state of point cloud mode
- */
- pointsCloud: boolean;
- /**
- * Gets the material fill mode
- */
- /**
- * Sets the material fill mode
- */
- fillMode: number;
- /**
- * @hidden
- * Stores the effects for the material
- */
- _effect: Nullable<Effect>;
- /**
- * @hidden
- * Specifies if the material was previously ready
- */
- _wasPreviouslyReady: boolean;
- /**
- * Specifies if uniform buffers should be used
- */
- private _useUBO;
- /**
- * Stores a reference to the scene
- */
- private _scene;
- /**
- * Stores the fill mode state
- */
- private _fillMode;
- /**
- * Specifies if the depth write state should be cached
- */
- private _cachedDepthWriteState;
- /**
- * Stores the uniform buffer
- */
- protected _uniformBuffer: UniformBuffer;
- /**
- * Creates a material instance
- * @param name defines the name of the material
- * @param scene defines the scene to reference
- * @param doNotAdd specifies if the material should be added to the scene
- */
- constructor(name: string, scene: Scene, doNotAdd?: boolean);
- /**
- * Returns a string representation of the current material
- * @param fullDetails defines a boolean indicating which levels of logging is desired
- * @returns a string with material information
- */
- toString(fullDetails?: boolean): string;
- /**
- * Gets the class name of the material
- * @returns a string with the class name of the material
- */
- getClassName(): string;
- /**
- * Specifies if updates for the material been locked
- */
- readonly isFrozen: boolean;
- /**
- * Locks updates for the material
- */
- freeze(): void;
- /**
- * Unlocks updates for the material
- */
- unfreeze(): void;
- /**
- * Specifies if the material is ready to be used
- * @param mesh defines the mesh to check
- * @param useInstances specifies if instances should be used
- * @returns a boolean indicating if the material is ready to be used
- */
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
- /**
- * Specifies that the submesh is ready to be used
- * @param mesh defines the mesh to check
- * @param subMesh defines which submesh to check
- * @param useInstances specifies that instances should be used
- * @returns a boolean indicating that the submesh is ready or not
- */
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
- /**
- * Returns the material effect
- * @returns the effect associated with the material
- */
- getEffect(): Nullable<Effect>;
- /**
- * Returns the current scene
- * @returns a Scene
- */
- getScene(): Scene;
- /**
- * Specifies if the material will require alpha blending
- * @returns a boolean specifying if alpha blending is needed
- */
- needAlphaBlending(): boolean;
- /**
- * Specifies if the mesh will require alpha blending
- * @param mesh defines the mesh to check
- * @returns a boolean specifying if alpha blending is needed for the mesh
- */
- needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
- /**
- * Specifies if this material should be rendered in alpha test mode
- * @returns a boolean specifying if an alpha test is needed.
- */
- needAlphaTesting(): boolean;
- /**
- * Gets the texture used for the alpha test
- * @returns the texture to use for alpha testing
- */
- getAlphaTestTexture(): Nullable<BaseTexture>;
- /**
- * Marks the material to indicate that it needs to be re-calculated
- */
- markDirty(): void;
- /** @hidden */
- _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
- /**
- * Binds the material to the mesh
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh to bind the material to
- */
- bind(world: Matrix, mesh?: Mesh): void;
- /**
- * Binds the submesh to the material
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh containing the submesh
- * @param subMesh defines the submesh to bind the material to
- */
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- /**
- * Binds the world matrix to the material
- * @param world defines the world transformation matrix
- */
- bindOnlyWorldMatrix(world: Matrix): void;
- /**
- * Binds the scene's uniform buffer to the effect.
- * @param effect defines the effect to bind to the scene uniform buffer
- * @param sceneUbo defines the uniform buffer storing scene data
- */
- bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
- /**
- * Binds the view matrix to the effect
- * @param effect defines the effect to bind the view matrix to
- */
- bindView(effect: Effect): void;
- /**
- * Binds the view projection matrix to the effect
- * @param effect defines the effect to bind the view projection matrix to
- */
- bindViewProjection(effect: Effect): void;
- /**
- * Specifies if material alpha testing should be turned on for the mesh
- * @param mesh defines the mesh to check
- */
- protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
- /**
- * Processes to execute after binding the material to a mesh
- * @param mesh defines the rendered mesh
- */
- protected _afterBind(mesh?: Mesh): void;
- /**
- * Unbinds the material from the mesh
- */
- unbind(): void;
- /**
- * Gets the active textures from the material
- * @returns an array of textures
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Specifies if the material uses a texture
- * @param texture defines the texture to check against the material
- * @returns a boolean specifying if the material uses the texture
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Makes a duplicate of the material, and gives it a new name
- * @param name defines the new name for the duplicated material
- * @returns the cloned material
- */
- clone(name: string): Nullable<Material>;
- /**
- * Gets the meshes bound to the material
- * @returns an array of meshes bound to the material
- */
- getBindedMeshes(): AbstractMesh[];
- /**
- * Force shader compilation
- * @param mesh defines the mesh associated with this material
- * @param onCompiled defines a function to execute once the material is compiled
- * @param options defines the options to configure the compilation
- */
- forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
- clipPlane: boolean;
- }>): void;
- /**
- * Force shader compilation
- * @param mesh defines the mesh that will use this material
- * @param options defines additional options for compiling the shaders
- * @returns a promise that resolves when the compilation completes
- */
- forceCompilationAsync(mesh: AbstractMesh, options?: Partial<{
- clipPlane: boolean;
- }>): Promise<void>;
- /**
- * Marks a define in the material to indicate that it needs to be re-computed
- * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
- */
- markAsDirty(flag: number): void;
- /**
- * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
- * @param func defines a function which checks material defines against the submeshes
- */
- protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
- /**
- * Indicates that image processing needs to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsImageProcessingDirty(): void;
- /**
- * Indicates that textures need to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsTexturesDirty(): void;
- /**
- * Indicates that fresnel needs to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsFresnelDirty(): void;
- /**
- * Indicates that fresnel and misc need to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
- /**
- * Indicates that lights need to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsLightsDirty(): void;
- /**
- * Indicates that attributes need to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsAttributesDirty(): void;
- /**
- * Indicates that misc needs to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsMiscDirty(): void;
- /**
- * Indicates that textures and misc need to be re-calculated for all submeshes
- */
- protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
- /**
- * Disposes the material
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
- * @param forceDisposeTextures specifies if textures should be forcefully disposed
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- /**
- * Serializes this material
- * @returns the serialized material object
- */
- serialize(): any;
- /**
- * Creates a MultiMaterial from parsed MultiMaterial data.
- * @param parsedMultiMaterial defines parsed MultiMaterial data.
- * @param scene defines the hosting scene
- * @returns a new MultiMaterial
- */
- static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
- /**
- * Creates a material from parsed material data
- * @param parsedMaterial defines parsed material data
- * @param scene defines the hosting scene
- * @param rootUrl defines the root URL to use to load textures
- * @returns a new material
- */
- static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): any;
- }
- }
- declare module BABYLON {
- /**
- * "Static Class" containing the most commonly used helper while dealing with material for
- * rendering purpose.
- *
- * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
- *
- * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
- */
- class MaterialHelper {
- /**
- * Bind the current view position to an effect.
- * @param effect The effect to be bound
- * @param scene The scene the eyes position is used from
- */
- static BindEyePosition(effect: Effect, scene: Scene): void;
- /**
- * Helps preparing the defines values about the UVs in used in the effect.
- * UVs are shared as much as we can accross channels in the shaders.
- * @param texture The texture we are preparing the UVs for
- * @param defines The defines to update
- * @param key The channel key "diffuse", "specular"... used in the shader
- */
- static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
- /**
- * Binds a texture matrix value to its corrsponding uniform
- * @param texture The texture to bind the matrix for
- * @param uniformBuffer The uniform buffer receivin the data
- * @param key The channel key "diffuse", "specular"... used in the shader
- */
- static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
- /**
- * Helper used to prepare the list of defines associated with misc. values for shader compilation
- * @param mesh defines the current mesh
- * @param scene defines the current scene
- * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
- * @param pointsCloud defines if point cloud rendering has to be turned on
- * @param fogEnabled defines if fog has to be turned on
- * @param alphaTest defines if alpha testing has to be turned on
- * @param defines defines the current list of defines
- */
- static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
- /**
- * Helper used to prepare the list of defines associated with frame values for shader compilation
- * @param scene defines the current scene
- * @param engine defines the current engine
- * @param defines specifies the list of active defines
- * @param useInstances defines if instances have to be turned on
- * @param useClipPlane defines if clip plane have to be turned on
- */
- static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
- /**
- * Prepares the defines used in the shader depending on the attributes data available in the mesh
- * @param mesh The mesh containing the geometry data we will draw
- * @param defines The defines to update
- * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
- * @param useBones Precise whether bones should be used or not (override mesh info)
- * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
- * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
- * @returns false if defines are considered not dirty and have not been checked
- */
- static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
- /**
- * Prepares the defines related to the light information passed in parameter
- * @param scene The scene we are intending to draw
- * @param mesh The mesh the effect is compiling for
- * @param defines The defines to update
- * @param specularSupported Specifies whether specular is supported or not (override lights data)
- * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
- * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
- * @returns true if normals will be required for the rest of the effect
- */
- static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
- /**
- * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
- * that won t be acctive due to defines being turned off.
- * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
- * @param samplersList The samplers list
- * @param defines The defines helping in the list generation
- * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
- */
- static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | EffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
- /**
- * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
- * @param defines The defines to update while falling back
- * @param fallbacks The authorized effect fallbacks
- * @param maxSimultaneousLights The maximum number of lights allowed
- * @param rank the current rank of the Effect
- * @returns The newly affected rank
- */
- static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
- /**
- * Prepares the list of attributes required for morph targets according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param mesh The mesh to prepare the morph targets attributes for
- * @param defines The current Defines of the effect
- */
- static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
- /**
- * Prepares the list of attributes required for bones according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param mesh The mesh to prepare the bones attributes for
- * @param defines The current Defines of the effect
- * @param fallbacks The current efffect fallback strategy
- */
- static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
- /**
- * Prepares the list of attributes required for instances according to the effect defines.
- * @param attribs The current list of supported attribs
- * @param defines The current Defines of the effect
- */
- static PrepareAttributesForInstances(attribs: string[], defines: any): void;
- /**
- * Binds the light shadow information to the effect for the given mesh.
- * @param light The light containing the generator
- * @param scene The scene the lights belongs to
- * @param mesh The mesh we are binding the information to render
- * @param lightIndex The light index in the effect used to render the mesh
- * @param effect The effect we are binding the data to
- */
- static BindLightShadow(light: Light, scene: Scene, mesh: AbstractMesh, lightIndex: string, effect: Effect): void;
- /**
- * Binds the light information to the effect.
- * @param light The light containing the generator
- * @param effect The effect we are binding the data to
- * @param lightIndex The light index in the effect used to render
- */
- static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
- /**
- * Binds the lights information from the scene to the effect for the given mesh.
- * @param scene The scene the lights belongs to
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- * @param defines The generated defines for the effect
- * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
- * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
- */
- static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean): void;
- private static _tempFogColor;
- /**
- * Binds the fog information from the scene to the effect for the given mesh.
- * @param scene The scene the lights belongs to
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- * @param linearSpace Defines if the fog effect is applied in linear space
- */
- static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
- /**
- * Binds the bones information from the mesh to the effect.
- * @param mesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- */
- static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
- /**
- * Binds the morph targets information from the mesh to the effect.
- * @param abstractMesh The mesh we are binding the information to render
- * @param effect The effect we are binding the data to
- */
- static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
- /**
- * Binds the logarithmic depth information from the scene to the effect for the given defines.
- * @param defines The generated defines used in the effect
- * @param effect The effect we are binding the data to
- * @param scene The scene we are willing to render with logarithmic scale for
- */
- static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
- /**
- * Binds the clip plane information from the scene to the effect.
- * @param scene The scene the clip plane information are extracted from
- * @param effect The effect we are binding the data to
- */
- static BindClipPlane(effect: Effect, scene: Scene): void;
- }
- }
- declare module BABYLON {
- /**
- * A multi-material is used to apply different materials to different parts of the same object without the need of
- * separate meshes. This can be use to improve performances.
- * @see http://doc.babylonjs.com/how_to/multi_materials
- */
- class MultiMaterial extends Material {
- private _subMaterials;
- /**
- * Gets or Sets the list of Materials used within the multi material.
- * They need to be ordered according to the submeshes order in the associated mesh
- */
- subMaterials: Nullable<Material>[];
- /**
- * Instantiates a new Multi Material
- * A multi-material is used to apply different materials to different parts of the same object without the need of
- * separate meshes. This can be use to improve performances.
- * @see http://doc.babylonjs.com/how_to/multi_materials
- * @param name Define the name in the scene
- * @param scene Define the scene the material belongs to
- */
- constructor(name: string, scene: Scene);
- private _hookArray;
- /**
- * Get one of the submaterial by its index in the submaterials array
- * @param index The index to look the sub material at
- * @returns The Material if the index has been defined
- */
- getSubMaterial(index: number): Nullable<Material>;
- /**
- * Get the list of active textures for the whole sub materials list.
- * @returns All the textures that will be used during the rendering
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Gets the current class name of the material e.g. "MultiMaterial"
- * Mainly use in serialization.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Checks if the material is ready to render the requested sub mesh
- * @param mesh Define the mesh the submesh belongs to
- * @param subMesh Define the sub mesh to look readyness for
- * @param useInstances Define whether or not the material is used with instances
- * @returns true if ready, otherwise false
- */
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
- /**
- * Clones the current material and its related sub materials
- * @param name Define the name of the newly cloned material
- * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
- * @returns the cloned material
- */
- clone(name: string, cloneChildren?: boolean): MultiMaterial;
- /**
- * Serializes the materials into a JSON representation.
- * @returns the JSON representation
- */
- serialize(): any;
- /**
- * Dispose the material and release its associated resources
- * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
- * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Base class of materials working in push mode in babylon JS
- * @hidden
- */
- class PushMaterial extends Material {
- protected _activeEffect: Effect;
- protected _normalMatrix: Matrix;
- constructor(name: string, scene: Scene);
- getEffect(): Effect;
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
- /**
- * Binds the given world matrix to the active effect
- *
- * @param world the matrix to bind
- */
- bindOnlyWorldMatrix(world: Matrix): void;
- /**
- * Binds the given normal matrix to the active effect
- *
- * @param normalMatrix the matrix to bind
- */
- bindOnlyNormalMatrix(normalMatrix: Matrix): void;
- bind(world: Matrix, mesh?: Mesh): void;
- protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
- protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Defines the options associated with the creation of a shader material.
- */
- interface IShaderMaterialOptions {
- /**
- * Does the material work in alpha blend mode
- */
- needAlphaBlending: boolean;
- /**
- * Does the material work in alpha test mode
- */
- needAlphaTesting: boolean;
- /**
- * The list of attribute names used in the shader
- */
- attributes: string[];
- /**
- * The list of unifrom names used in the shader
- */
- uniforms: string[];
- /**
- * The list of UBO names used in the shader
- */
- uniformBuffers: string[];
- /**
- * The list of sampler names used in the shader
- */
- samplers: string[];
- /**
- * The list of defines used in the shader
- */
- defines: string[];
- }
- /**
- * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
- *
- * This returned material effects how the mesh will look based on the code in the shaders.
- *
- * @see http://doc.babylonjs.com/how_to/shader_material
- */
- class ShaderMaterial extends Material {
- private _shaderPath;
- private _options;
- private _textures;
- private _textureArrays;
- private _floats;
- private _ints;
- private _floatsArrays;
- private _colors3;
- private _colors3Arrays;
- private _colors4;
- private _vectors2;
- private _vectors3;
- private _vectors4;
- private _matrices;
- private _matrices3x3;
- private _matrices2x2;
- private _vectors2Arrays;
- private _vectors3Arrays;
- private _cachedWorldViewMatrix;
- private _renderId;
- /**
- * Instantiate a new shader material.
- * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
- * This returned material effects how the mesh will look based on the code in the shaders.
- * @see http://doc.babylonjs.com/how_to/shader_material
- * @param name Define the name of the material in the scene
- * @param scene Define the scene the material belongs to
- * @param shaderPath Defines the route to the shader code in one of three ways:
- * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
- * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
- * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
- * @param options Define the options used to create the shader
- */
- constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
- /**
- * Gets the current class name of the material e.g. "ShaderMaterial"
- * Mainly use in serialization.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Specifies if the material will require alpha blending
- * @returns a boolean specifying if alpha blending is needed
- */
- needAlphaBlending(): boolean;
- /**
- * Specifies if this material should be rendered in alpha test mode
- * @returns a boolean specifying if an alpha test is needed.
- */
- needAlphaTesting(): boolean;
- private _checkUniform;
- /**
- * Set a texture in the shader.
- * @param name Define the name of the uniform samplers as defined in the shader
- * @param texture Define the texture to bind to this sampler
- * @return the material itself allowing "fluent" like uniform updates
- */
- setTexture(name: string, texture: Texture): ShaderMaterial;
- /**
- * Set a texture array in the shader.
- * @param name Define the name of the uniform sampler array as defined in the shader
- * @param textures Define the list of textures to bind to this sampler
- * @return the material itself allowing "fluent" like uniform updates
- */
- setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
- /**
- * Set a float in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setFloat(name: string, value: number): ShaderMaterial;
- /**
- * Set a int in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setInt(name: string, value: number): ShaderMaterial;
- /**
- * Set an array of floats in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setFloats(name: string, value: number[]): ShaderMaterial;
- /**
- * Set a vec3 in the shader from a Color3.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setColor3(name: string, value: Color3): ShaderMaterial;
- /**
- * Set a vec3 array in the shader from a Color3 array.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setColor3Array(name: string, value: Color3[]): ShaderMaterial;
- /**
- * Set a vec4 in the shader from a Color4.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setColor4(name: string, value: Color4): ShaderMaterial;
- /**
- * Set a vec2 in the shader from a Vector2.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setVector2(name: string, value: Vector2): ShaderMaterial;
- /**
- * Set a vec3 in the shader from a Vector3.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setVector3(name: string, value: Vector3): ShaderMaterial;
- /**
- * Set a vec4 in the shader from a Vector4.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setVector4(name: string, value: Vector4): ShaderMaterial;
- /**
- * Set a mat4 in the shader from a Matrix.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setMatrix(name: string, value: Matrix): ShaderMaterial;
- /**
- * Set a mat3 in the shader from a Float32Array.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
- /**
- * Set a mat2 in the shader from a Float32Array.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
- /**
- * Set a vec2 array in the shader from a number array.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setArray2(name: string, value: number[]): ShaderMaterial;
- /**
- * Set a vec3 array in the shader from a number array.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the material itself allowing "fluent" like uniform updates
- */
- setArray3(name: string, value: number[]): ShaderMaterial;
- private _checkCache;
- /**
- * Checks if the material is ready to render the requested mesh
- * @param mesh Define the mesh to render
- * @param useInstances Define whether or not the material is used with instances
- * @returns true if ready, otherwise false
- */
- isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
- /**
- * Binds the world matrix to the material
- * @param world defines the world transformation matrix
- */
- bindOnlyWorldMatrix(world: Matrix): void;
- /**
- * Binds the material to the mesh
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh to bind the material to
- */
- bind(world: Matrix, mesh?: Mesh): void;
- /**
- * Gets the active textures from the material
- * @returns an array of textures
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Specifies if the material uses a texture
- * @param texture defines the texture to check against the material
- * @returns a boolean specifying if the material uses the texture
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Makes a duplicate of the material, and gives it a new name
- * @param name defines the new name for the duplicated material
- * @returns the cloned material
- */
- clone(name: string): ShaderMaterial;
- /**
- * Disposes the material
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
- * @param forceDisposeTextures specifies if textures should be forcefully disposed
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- /**
- * Serializes this material in a JSON representation
- * @returns the serialized material object
- */
- serialize(): any;
- /**
- * Creates a shader material from parsed shader material data
- * @param source defines the JSON represnetation of the material
- * @param scene defines the hosting scene
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @returns a new material
- */
- static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
- }
- }
- declare module BABYLON {
- /** @hidden */
- class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
- MAINUV1: boolean;
- MAINUV2: boolean;
- DIFFUSE: boolean;
- DIFFUSEDIRECTUV: number;
- AMBIENT: boolean;
- AMBIENTDIRECTUV: number;
- OPACITY: boolean;
- OPACITYDIRECTUV: number;
- OPACITYRGB: boolean;
- REFLECTION: boolean;
- EMISSIVE: boolean;
- EMISSIVEDIRECTUV: number;
- SPECULAR: boolean;
- SPECULARDIRECTUV: number;
- BUMP: boolean;
- BUMPDIRECTUV: number;
- PARALLAX: boolean;
- PARALLAXOCCLUSION: boolean;
- SPECULAROVERALPHA: boolean;
- CLIPPLANE: boolean;
- CLIPPLANE2: boolean;
- CLIPPLANE3: boolean;
- CLIPPLANE4: boolean;
- ALPHATEST: boolean;
- DEPTHPREPASS: boolean;
- ALPHAFROMDIFFUSE: boolean;
- POINTSIZE: boolean;
- FOG: boolean;
- SPECULARTERM: boolean;
- DIFFUSEFRESNEL: boolean;
- OPACITYFRESNEL: boolean;
- REFLECTIONFRESNEL: boolean;
- REFRACTIONFRESNEL: boolean;
- EMISSIVEFRESNEL: boolean;
- FRESNEL: boolean;
- NORMAL: boolean;
- UV1: boolean;
- UV2: boolean;
- VERTEXCOLOR: boolean;
- VERTEXALPHA: boolean;
- NUM_BONE_INFLUENCERS: number;
- BonesPerMesh: number;
- INSTANCES: boolean;
- GLOSSINESS: boolean;
- ROUGHNESS: boolean;
- EMISSIVEASILLUMINATION: boolean;
- LINKEMISSIVEWITHDIFFUSE: boolean;
- REFLECTIONFRESNELFROMSPECULAR: boolean;
- LIGHTMAP: boolean;
- LIGHTMAPDIRECTUV: number;
- OBJECTSPACE_NORMALMAP: boolean;
- USELIGHTMAPASSHADOWMAP: boolean;
- REFLECTIONMAP_3D: boolean;
- REFLECTIONMAP_SPHERICAL: boolean;
- REFLECTIONMAP_PLANAR: boolean;
- REFLECTIONMAP_CUBIC: boolean;
- USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
- REFLECTIONMAP_PROJECTION: boolean;
- REFLECTIONMAP_SKYBOX: boolean;
- REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
- REFLECTIONMAP_EXPLICIT: boolean;
- REFLECTIONMAP_EQUIRECTANGULAR: boolean;
- REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
- REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
- INVERTCUBICMAP: boolean;
- LOGARITHMICDEPTH: boolean;
- REFRACTION: boolean;
- REFRACTIONMAP_3D: boolean;
- REFLECTIONOVERALPHA: boolean;
- TWOSIDEDLIGHTING: boolean;
- SHADOWFLOAT: boolean;
- MORPHTARGETS: boolean;
- MORPHTARGETS_NORMAL: boolean;
- MORPHTARGETS_TANGENT: boolean;
- NUM_MORPH_INFLUENCERS: number;
- NONUNIFORMSCALING: boolean;
- PREMULTIPLYALPHA: boolean;
- IMAGEPROCESSING: boolean;
- VIGNETTE: boolean;
- VIGNETTEBLENDMODEMULTIPLY: boolean;
- VIGNETTEBLENDMODEOPAQUE: boolean;
- TONEMAPPING: boolean;
- TONEMAPPING_ACES: boolean;
- CONTRAST: boolean;
- COLORCURVES: boolean;
- COLORGRADING: boolean;
- COLORGRADING3D: boolean;
- SAMPLER3DGREENDEPTH: boolean;
- SAMPLER3DBGRMAP: boolean;
- IMAGEPROCESSINGPOSTPROCESS: boolean;
- /**
- * If the reflection texture on this material is in linear color space
- * @hidden
- */
- IS_REFLECTION_LINEAR: boolean;
- /**
- * If the refraction texture on this material is in linear color space
- * @hidden
- */
- IS_REFRACTION_LINEAR: boolean;
- EXPOSURE: boolean;
- constructor();
- setReflectionMode(modeToEnable: string): void;
- }
- /**
- * This is the default material used in Babylon. It is the best trade off between quality
- * and performances.
- * @see http://doc.babylonjs.com/babylon101/materials
- */
- class StandardMaterial extends PushMaterial {
- private _diffuseTexture;
- /**
- * The basic texture of the material as viewed under a light.
- */
- diffuseTexture: Nullable<BaseTexture>;
- private _ambientTexture;
- /**
- * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
- */
- ambientTexture: Nullable<BaseTexture>;
- private _opacityTexture;
- /**
- * Define the transparency of the material from a texture.
- * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
- * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
- */
- opacityTexture: Nullable<BaseTexture>;
- private _reflectionTexture;
- /**
- * Define the texture used to display the reflection.
- * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
- */
- reflectionTexture: Nullable<BaseTexture>;
- private _emissiveTexture;
- /**
- * Define texture of the material as if self lit.
- * This will be mixed in the final result even in the absence of light.
- */
- emissiveTexture: Nullable<BaseTexture>;
- private _specularTexture;
- /**
- * Define how the color and intensity of the highlight given by the light in the material.
- */
- specularTexture: Nullable<BaseTexture>;
- private _bumpTexture;
- /**
- * Bump mapping is a technique to simulate bump and dents on a rendered surface.
- * These are made by creating a normal map from an image. The means to do this can be found on the web, a search for 'normal map generator' will bring up free and paid for methods of doing this.
- * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
- */
- bumpTexture: Nullable<BaseTexture>;
- private _lightmapTexture;
- /**
- * Complex lighting can be computationally expensive to compute at runtime.
- * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
- * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
- */
- lightmapTexture: Nullable<BaseTexture>;
- private _refractionTexture;
- /**
- * Define the texture used to display the refraction.
- * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
- */
- refractionTexture: Nullable<BaseTexture>;
- /**
- * The color of the material lit by the environmental background lighting.
- * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
- */
- ambientColor: Color3;
- /**
- * The basic color of the material as viewed under a light.
- */
- diffuseColor: Color3;
- /**
- * Define how the color and intensity of the highlight given by the light in the material.
- */
- specularColor: Color3;
- /**
- * Define the color of the material as if self lit.
- * This will be mixed in the final result even in the absence of light.
- */
- emissiveColor: Color3;
- /**
- * Defines how sharp are the highlights in the material.
- * The bigger the value the sharper giving a more glossy feeling to the result.
- * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
- */
- specularPower: number;
- private _useAlphaFromDiffuseTexture;
- /**
- * Does the transparency come from the diffuse texture alpha channel.
- */
- useAlphaFromDiffuseTexture: boolean;
- private _useEmissiveAsIllumination;
- /**
- * If true, the emissive value is added into the end result, otherwise it is multiplied in.
- */
- useEmissiveAsIllumination: boolean;
- private _linkEmissiveWithDiffuse;
- /**
- * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
- * the emissive level when the final color is close to one.
- */
- linkEmissiveWithDiffuse: boolean;
- private _useSpecularOverAlpha;
- /**
- * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
- */
- useSpecularOverAlpha: boolean;
- private _useReflectionOverAlpha;
- /**
- * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
- */
- useReflectionOverAlpha: boolean;
- private _disableLighting;
- /**
- * Does lights from the scene impacts this material.
- * It can be a nice trick for performance to disable lighting on a fully emissive material.
- */
- disableLighting: boolean;
- private _useObjectSpaceNormalMap;
- /**
- * Allows using an object space normal map (instead of tangent space).
- */
- useObjectSpaceNormalMap: boolean;
- private _useParallax;
- /**
- * Is parallax enabled or not.
- * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
- */
- useParallax: boolean;
- private _useParallaxOcclusion;
- /**
- * Is parallax occlusion enabled or not.
- * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
- * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
- */
- useParallaxOcclusion: boolean;
- /**
- * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
- */
- parallaxScaleBias: number;
- private _roughness;
- /**
- * Helps to define how blurry the reflections should appears in the material.
- */
- roughness: number;
- /**
- * In case of refraction, define the value of the indice of refraction.
- * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
- */
- indexOfRefraction: number;
- /**
- * Invert the refraction texture alongside the y axis.
- * It can be usefull with procedural textures or probe for instance.
- * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
- */
- invertRefractionY: boolean;
- /**
- * Defines the alpha limits in alpha test mode.
- */
- alphaCutOff: number;
- private _useLightmapAsShadowmap;
- /**
- * In case of light mapping, define whether the map contains light or shadow informations.
- */
- useLightmapAsShadowmap: boolean;
- private _diffuseFresnelParameters;
- /**
- * Define the diffuse fresnel parameters of the material.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- diffuseFresnelParameters: FresnelParameters;
- private _opacityFresnelParameters;
- /**
- * Define the opacity fresnel parameters of the material.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- opacityFresnelParameters: FresnelParameters;
- private _reflectionFresnelParameters;
- /**
- * Define the reflection fresnel parameters of the material.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- reflectionFresnelParameters: FresnelParameters;
- private _refractionFresnelParameters;
- /**
- * Define the refraction fresnel parameters of the material.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- refractionFresnelParameters: FresnelParameters;
- private _emissiveFresnelParameters;
- /**
- * Define the emissive fresnel parameters of the material.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- emissiveFresnelParameters: FresnelParameters;
- private _useReflectionFresnelFromSpecular;
- /**
- * If true automatically deducts the fresnels values from the material specularity.
- * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
- */
- useReflectionFresnelFromSpecular: boolean;
- private _useGlossinessFromSpecularMapAlpha;
- /**
- * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
- */
- useGlossinessFromSpecularMapAlpha: boolean;
- private _maxSimultaneousLights;
- /**
- * Defines the maximum number of lights that can be used in the material
- */
- maxSimultaneousLights: number;
- private _invertNormalMapX;
- /**
- * If sets to true, x component of normal map value will invert (x = 1.0 - x).
- */
- invertNormalMapX: boolean;
- private _invertNormalMapY;
- /**
- * If sets to true, y component of normal map value will invert (y = 1.0 - y).
- */
- invertNormalMapY: boolean;
- private _twoSidedLighting;
- /**
- * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
- */
- twoSidedLighting: boolean;
- /**
- * Default configuration related to image processing available in the standard Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver;
- /**
- * Attaches a new image processing configuration to the Standard Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- cameraColorCurvesEnabled: boolean;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Gets wether the color grading effect is enabled.
- */
- cameraColorGradingEnabled: boolean;
- /**
- * Gets wether tonemapping is enabled or not.
- */
- /**
- * Sets wether tonemapping is enabled or not
- */
- cameraToneMappingEnabled: boolean;
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- cameraExposure: number;
- /**
- * Gets The camera contrast used on this material.
- */
- /**
- * Sets The camera contrast used on this material.
- */
- cameraContrast: number;
- /**
- * Gets the Color Grading 2D Lookup Texture.
- */
- /**
- * Sets the Color Grading 2D Lookup Texture.
- */
- cameraColorGradingTexture: Nullable<BaseTexture>;
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- cameraColorCurves: Nullable<ColorCurves>;
- /**
- * Custom callback helping to override the default shader used in the material.
- */
- customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
- protected _renderTargets: SmartArray<RenderTargetTexture>;
- protected _worldViewProjectionMatrix: Matrix;
- protected _globalAmbientColor: Color3;
- protected _useLogarithmicDepth: boolean;
- /**
- * Instantiates a new standard material.
- * This is the default material used in Babylon. It is the best trade off between quality
- * and performances.
- * @see http://doc.babylonjs.com/babylon101/materials
- * @param name Define the name of the material in the scene
- * @param scene Define the scene the material belong to
- */
- constructor(name: string, scene: Scene);
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * Gets the current class name of the material e.g. "StandardMaterial"
- * Mainly use in serialization.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
- * You can try switching to logarithmic depth.
- * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
- */
- useLogarithmicDepth: boolean;
- /**
- * Specifies if the material will require alpha blending
- * @returns a boolean specifying if alpha blending is needed
- */
- needAlphaBlending(): boolean;
- /**
- * Specifies if this material should be rendered in alpha test mode
- * @returns a boolean specifying if an alpha test is needed.
- */
- needAlphaTesting(): boolean;
- protected _shouldUseAlphaFromDiffuseTexture(): boolean;
- /**
- * Get the texture used for alpha test purpose.
- * @returns the diffuse texture in case of the standard material.
- */
- getAlphaTestTexture(): Nullable<BaseTexture>;
- /**
- * Get if the submesh is ready to be used and all its information available.
- * Child classes can use it to update shaders
- * @param mesh defines the mesh to check
- * @param subMesh defines which submesh to check
- * @param useInstances specifies that instances should be used
- * @returns a boolean indicating that the submesh is ready or not
- */
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- /**
- * Builds the material UBO layouts.
- * Used internally during the effect preparation.
- */
- buildUniformLayout(): void;
- /**
- * Unbinds the material from the mesh
- */
- unbind(): void;
- /**
- * Binds the submesh to this material by preparing the effect and shader to draw
- * @param world defines the world transformation matrix
- * @param mesh defines the mesh containing the submesh
- * @param subMesh defines the submesh to bind the material to
- */
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- /**
- * Get the list of animatables in the material.
- * @returns the list of animatables object used in the material
- */
- getAnimatables(): IAnimatable[];
- /**
- * Gets the active textures from the material
- * @returns an array of textures
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Specifies if the material uses a texture
- * @param texture defines the texture to check against the material
- * @returns a boolean specifying if the material uses the texture
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Disposes the material
- * @param forceDisposeEffect specifies if effects should be forcefully disposed
- * @param forceDisposeTextures specifies if textures should be forcefully disposed
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- /**
- * Makes a duplicate of the material, and gives it a new name
- * @param name defines the new name for the duplicated material
- * @returns the cloned material
- */
- clone(name: string): StandardMaterial;
- /**
- * Serializes this material in a JSON representation
- * @returns the serialized material object
- */
- serialize(): any;
- /**
- * Creates a standard material from parsed material data
- * @param source defines the JSON represnetation of the material
- * @param scene defines the hosting scene
- * @param rootUrl defines the root URL to use to load textures and relative dependencies
- * @returns a new material
- */
- static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
- private static _DiffuseTextureEnabled;
- /**
- * Are diffuse textures enabled in the application.
- */
- static DiffuseTextureEnabled: boolean;
- private static _AmbientTextureEnabled;
- /**
- * Are ambient textures enabled in the application.
- */
- static AmbientTextureEnabled: boolean;
- private static _OpacityTextureEnabled;
- /**
- * Are opacity textures enabled in the application.
- */
- static OpacityTextureEnabled: boolean;
- private static _ReflectionTextureEnabled;
- /**
- * Are reflection textures enabled in the application.
- */
- static ReflectionTextureEnabled: boolean;
- private static _EmissiveTextureEnabled;
- /**
- * Are emissive textures enabled in the application.
- */
- static EmissiveTextureEnabled: boolean;
- private static _SpecularTextureEnabled;
- /**
- * Are specular textures enabled in the application.
- */
- static SpecularTextureEnabled: boolean;
- private static _BumpTextureEnabled;
- /**
- * Are bump textures enabled in the application.
- */
- static BumpTextureEnabled: boolean;
- private static _LightmapTextureEnabled;
- /**
- * Are lightmap textures enabled in the application.
- */
- static LightmapTextureEnabled: boolean;
- private static _RefractionTextureEnabled;
- /**
- * Are refraction textures enabled in the application.
- */
- static RefractionTextureEnabled: boolean;
- private static _ColorGradingTextureEnabled;
- /**
- * Are color grading textures enabled in the application.
- */
- static ColorGradingTextureEnabled: boolean;
- private static _FresnelEnabled;
- /**
- * Are fresnels enabled in the application.
- */
- static FresnelEnabled: boolean;
- }
- }
- declare module BABYLON {
- /**
- * Uniform buffer objects.
- *
- * Handles blocks of uniform on the GPU.
- *
- * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
- *
- * For more information, please refer to :
- * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
- */
- class UniformBuffer {
- private _engine;
- private _buffer;
- private _data;
- private _bufferData;
- private _dynamic?;
- private _uniformLocations;
- private _uniformSizes;
- private _uniformLocationPointer;
- private _needSync;
- private _noUBO;
- private _currentEffect;
- private static _MAX_UNIFORM_SIZE;
- private static _tempBuffer;
- /**
- * Lambda to Update a 3x3 Matrix in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateMatrix3x3: (name: string, matrix: Float32Array) => void;
- /**
- * Lambda to Update a 2x2 Matrix in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateMatrix2x2: (name: string, matrix: Float32Array) => void;
- /**
- * Lambda to Update a single float in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateFloat: (name: string, x: number) => void;
- /**
- * Lambda to Update a vec2 of float in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
- /**
- * Lambda to Update a vec3 of float in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
- /**
- * Lambda to Update a vec4 of float in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
- /**
- * Lambda to Update a 4x4 Matrix in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateMatrix: (name: string, mat: Matrix) => void;
- /**
- * Lambda to Update vec3 of float from a Vector in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateVector3: (name: string, vector: Vector3) => void;
- /**
- * Lambda to Update vec4 of float from a Vector in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateVector4: (name: string, vector: Vector4) => void;
- /**
- * Lambda to Update vec3 of float from a Color in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateColor3: (name: string, color: Color3, suffix?: string) => void;
- /**
- * Lambda to Update vec4 of float from a Color in a uniform buffer.
- * This is dynamic to allow compat with webgl 1 and 2.
- * You will need to pass the name of the uniform as well as the value.
- */
- updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
- /**
- * Instantiates a new Uniform buffer objects.
- *
- * Handles blocks of uniform on the GPU.
- *
- * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
- *
- * For more information, please refer to :
- * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
- * @param engine Define the engine the buffer is associated with
- * @param data Define the data contained in the buffer
- * @param dynamic Define if the buffer is updatable
- */
- constructor(engine: Engine, data?: number[], dynamic?: boolean);
- /**
- * Indicates if the buffer is using the WebGL2 UBO implementation,
- * or just falling back on setUniformXXX calls.
- */
- readonly useUbo: boolean;
- /**
- * Indicates if the WebGL underlying uniform buffer is in sync
- * with the javascript cache data.
- */
- readonly isSync: boolean;
- /**
- * Indicates if the WebGL underlying uniform buffer is dynamic.
- * Also, a dynamic UniformBuffer will disable cache verification and always
- * update the underlying WebGL uniform buffer to the GPU.
- * @returns if Dynamic, otherwise false
- */
- isDynamic(): boolean;
- /**
- * The data cache on JS side.
- * @returns the underlying data as a float array
- */
- getData(): Float32Array;
- /**
- * The underlying WebGL Uniform buffer.
- * @returns the webgl buffer
- */
- getBuffer(): Nullable<WebGLBuffer>;
- /**
- * std140 layout specifies how to align data within an UBO structure.
- * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
- * for specs.
- */
- private _fillAlignment;
- /**
- * Adds an uniform in the buffer.
- * Warning : the subsequents calls of this function must be in the same order as declared in the shader
- * for the layout to be correct !
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param size Data size, or data directly.
- */
- addUniform(name: string, size: number | number[]): void;
- /**
- * Adds a Matrix 4x4 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param mat A 4x4 matrix.
- */
- addMatrix(name: string, mat: Matrix): void;
- /**
- * Adds a vec2 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param x Define the x component value of the vec2
- * @param y Define the y component value of the vec2
- */
- addFloat2(name: string, x: number, y: number): void;
- /**
- * Adds a vec3 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param x Define the x component value of the vec3
- * @param y Define the y component value of the vec3
- * @param z Define the z component value of the vec3
- */
- addFloat3(name: string, x: number, y: number, z: number): void;
- /**
- * Adds a vec3 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param color Define the vec3 from a Color
- */
- addColor3(name: string, color: Color3): void;
- /**
- * Adds a vec4 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param color Define the rgb components from a Color
- * @param alpha Define the a component of the vec4
- */
- addColor4(name: string, color: Color3, alpha: number): void;
- /**
- * Adds a vec3 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- * @param vector Define the vec3 components from a Vector
- */
- addVector3(name: string, vector: Vector3): void;
- /**
- * Adds a Matrix 3x3 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- */
- addMatrix3x3(name: string): void;
- /**
- * Adds a Matrix 2x2 to the uniform buffer.
- * @param name Name of the uniform, as used in the uniform block in the shader.
- */
- addMatrix2x2(name: string): void;
- /**
- * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
- */
- create(): void;
- /** @hidden */
- _rebuild(): void;
- /**
- * Updates the WebGL Uniform Buffer on the GPU.
- * If the `dynamic` flag is set to true, no cache comparison is done.
- * Otherwise, the buffer will be updated only if the cache differs.
- */
- update(): void;
- /**
- * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
- * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
- * @param data Define the flattened data
- * @param size Define the size of the data.
- */
- updateUniform(uniformName: string, data: FloatArray, size: number): void;
- private _updateMatrix3x3ForUniform;
- private _updateMatrix3x3ForEffect;
- private _updateMatrix2x2ForEffect;
- private _updateMatrix2x2ForUniform;
- private _updateFloatForEffect;
- private _updateFloatForUniform;
- private _updateFloat2ForEffect;
- private _updateFloat2ForUniform;
- private _updateFloat3ForEffect;
- private _updateFloat3ForUniform;
- private _updateFloat4ForEffect;
- private _updateFloat4ForUniform;
- private _updateMatrixForEffect;
- private _updateMatrixForUniform;
- private _updateVector3ForEffect;
- private _updateVector3ForUniform;
- private _updateVector4ForEffect;
- private _updateVector4ForUniform;
- private _updateColor3ForEffect;
- private _updateColor3ForUniform;
- private _updateColor4ForEffect;
- private _updateColor4ForUniform;
- /**
- * Sets a sampler uniform on the effect.
- * @param name Define the name of the sampler.
- * @param texture Define the texture to set in the sampler
- */
- setTexture(name: string, texture: Nullable<BaseTexture>): void;
- /**
- * Directly updates the value of the uniform in the cache AND on the GPU.
- * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
- * @param data Define the flattened data
- */
- updateUniformDirectly(uniformName: string, data: FloatArray): void;
- /**
- * Binds this uniform buffer to an effect.
- * @param effect Define the effect to bind the buffer to
- * @param name Name of the uniform block in the shader.
- */
- bindToEffect(effect: Effect, name: string): void;
- /**
- * Disposes the uniform buffer.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Scalar computation library
- */
- class Scalar {
- /**
- * Two pi constants convenient for computation.
- */
- static TwoPi: number;
- /**
- * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
- * @param a number
- * @param b number
- * @param epsilon (default = 1.401298E-45)
- * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
- */
- static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
- /**
- * Returns a string : the upper case translation of the number i to hexadecimal.
- * @param i number
- * @returns the upper case translation of the number i to hexadecimal.
- */
- static ToHex(i: number): string;
- /**
- * Returns -1 if value is negative and +1 is value is positive.
- * @param value the value
- * @returns the value itself if it's equal to zero.
- */
- static Sign(value: number): number;
- /**
- * Returns the value itself if it's between min and max.
- * Returns min if the value is lower than min.
- * Returns max if the value is greater than max.
- * @param value the value to clmap
- * @param min the min value to clamp to (default: 0)
- * @param max the max value to clamp to (default: 1)
- * @returns the clamped value
- */
- static Clamp(value: number, min?: number, max?: number): number;
- /**
- * the log2 of value.
- * @param value the value to compute log2 of
- * @returns the log2 of value.
- */
- static Log2(value: number): number;
- /**
- * Loops the value, so that it is never larger than length and never smaller than 0.
- *
- * This is similar to the modulo operator but it works with floating point numbers.
- * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
- * With t = 5 and length = 2.5, the result would be 0.0.
- * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
- * @param value the value
- * @param length the length
- * @returns the looped value
- */
- static Repeat(value: number, length: number): number;
- /**
- * Normalize the value between 0.0 and 1.0 using min and max values
- * @param value value to normalize
- * @param min max to normalize between
- * @param max min to normalize between
- * @returns the normalized value
- */
- static Normalize(value: number, min: number, max: number): number;
- /**
- * Denormalize the value from 0.0 and 1.0 using min and max values
- * @param normalized value to denormalize
- * @param min max to denormalize between
- * @param max min to denormalize between
- * @returns the denormalized value
- */
- static Denormalize(normalized: number, min: number, max: number): number;
- /**
- * Calculates the shortest difference between two given angles given in degrees.
- * @param current current angle in degrees
- * @param target target angle in degrees
- * @returns the delta
- */
- static DeltaAngle(current: number, target: number): number;
- /**
- * PingPongs the value t, so that it is never larger than length and never smaller than 0.
- * @param tx value
- * @param length length
- * @returns The returned value will move back and forth between 0 and length
- */
- static PingPong(tx: number, length: number): number;
- /**
- * Interpolates between min and max with smoothing at the limits.
- *
- * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
- * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
- * @param from from
- * @param to to
- * @param tx value
- * @returns the smooth stepped value
- */
- static SmoothStep(from: number, to: number, tx: number): number;
- /**
- * Moves a value current towards target.
- *
- * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
- * Negative values of maxDelta pushes the value away from target.
- * @param current current value
- * @param target target value
- * @param maxDelta max distance to move
- * @returns resulting value
- */
- static MoveTowards(current: number, target: number, maxDelta: number): number;
- /**
- * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
- *
- * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
- * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
- * @param current current value
- * @param target target value
- * @param maxDelta max distance to move
- * @returns resulting angle
- */
- static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
- /**
- * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
- * @param start start value
- * @param end target value
- * @param amount amount to lerp between
- * @returns the lerped value
- */
- static Lerp(start: number, end: number, amount: number): number;
- /**
- * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
- * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
- * @param start start value
- * @param end target value
- * @param amount amount to lerp between
- * @returns the lerped value
- */
- static LerpAngle(start: number, end: number, amount: number): number;
- /**
- * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
- * @param a start value
- * @param b target value
- * @param value value between a and b
- * @returns the inverseLerp value
- */
- static InverseLerp(a: number, b: number, value: number): number;
- /**
- * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
- * @see http://mathworld.wolfram.com/HermitePolynomial.html
- * @param value1 spline value
- * @param tangent1 spline value
- * @param value2 spline value
- * @param tangent2 spline value
- * @param amount input value
- * @returns hermite result
- */
- static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
- /**
- * Returns a random float number between and min and max values
- * @param min min value of random
- * @param max max value of random
- * @returns random value
- */
- static RandomRange(min: number, max: number): number;
- /**
- * This function returns percentage of a number in a given range.
- *
- * RangeToPercent(40,20,60) will return 0.5 (50%)
- * RangeToPercent(34,0,100) will return 0.34 (34%)
- * @param number to convert to percentage
- * @param min min range
- * @param max max range
- * @returns the percentage
- */
- static RangeToPercent(number: number, min: number, max: number): number;
- /**
- * This function returns number that corresponds to the percentage in a given range.
- *
- * PercentToRange(0.34,0,100) will return 34.
- * @param percent to convert to number
- * @param min min range
- * @param max max range
- * @returns the number
- */
- static PercentToRange(percent: number, min: number, max: number): number;
- /**
- * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
- * @param angle The angle to normalize in radian.
- * @return The converted angle.
- */
- static NormalizeRadians(angle: number): number;
- }
- }
- declare module BABYLON {
- /**
- * Constant used to convert a value to gamma space
- * @ignorenaming
- */
- const ToGammaSpace: number;
- /**
- * Constant used to convert a value to linear space
- * @ignorenaming
- */
- const ToLinearSpace = 2.2;
- /**
- * Constant used to define the minimal number value in Babylon.js
- * @ignorenaming
- */
- const Epsilon = 0.001;
- /**
- * Class used to hold a RBG color
- */
- class Color3 {
- /**
- * Defines the red component (between 0 and 1, default is 0)
- */
- r: number;
- /**
- * Defines the green component (between 0 and 1, default is 0)
- */
- g: number;
- /**
- * Defines the blue component (between 0 and 1, default is 0)
- */
- b: number;
- /**
- * Creates a new Color3 object from red, green, blue values, all between 0 and 1
- * @param r defines the red component (between 0 and 1, default is 0)
- * @param g defines the green component (between 0 and 1, default is 0)
- * @param b defines the blue component (between 0 and 1, default is 0)
- */
- constructor(
- /**
- * Defines the red component (between 0 and 1, default is 0)
- */
- r?: number,
- /**
- * Defines the green component (between 0 and 1, default is 0)
- */
- g?: number,
- /**
- * Defines the blue component (between 0 and 1, default is 0)
- */
- b?: number);
- /**
- * Creates a string with the Color3 current values
- * @returns the string representation of the Color3 object
- */
- toString(): string;
- /**
- * Returns the string "Color3"
- * @returns "Color3"
- */
- getClassName(): string;
- /**
- * Compute the Color3 hash code
- * @returns an unique number that can be used to hash Color3 objects
- */
- getHashCode(): number;
- /**
- * Stores in the given array from the given starting index the red, green, blue values as successive elements
- * @param array defines the array where to store the r,g,b components
- * @param index defines an optional index in the target array to define where to start storing values
- * @returns the current Color3 object
- */
- toArray(array: FloatArray, index?: number): Color3;
- /**
- * Returns a new Color4 object from the current Color3 and the given alpha
- * @param alpha defines the alpha component on the new Color4 object (default is 1)
- * @returns a new Color4 object
- */
- toColor4(alpha?: number): Color4;
- /**
- * Returns a new array populated with 3 numeric elements : red, green and blue values
- * @returns the new array
- */
- asArray(): number[];
- /**
- * Returns the luminance value
- * @returns a float value
- */
- toLuminance(): number;
- /**
- * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
- * @param otherColor defines the second operand
- * @returns the new Color3 object
- */
- multiply(otherColor: Color3): Color3;
- /**
- * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
- * @param otherColor defines the second operand
- * @param result defines the Color3 object where to store the result
- * @returns the current Color3
- */
- multiplyToRef(otherColor: Color3, result: Color3): Color3;
- /**
- * Determines equality between Color3 objects
- * @param otherColor defines the second operand
- * @returns true if the rgb values are equal to the given ones
- */
- equals(otherColor: Color3): boolean;
- /**
- * Determines equality between the current Color3 object and a set of r,b,g values
- * @param r defines the red component to check
- * @param g defines the green component to check
- * @param b defines the blue component to check
- * @returns true if the rgb values are equal to the given ones
- */
- equalsFloats(r: number, g: number, b: number): boolean;
- /**
- * Multiplies in place each rgb value by scale
- * @param scale defines the scaling factor
- * @returns the updated Color3
- */
- scale(scale: number): Color3;
- /**
- * Multiplies the rgb values by scale and stores the result into "result"
- * @param scale defines the scaling factor
- * @param result defines the Color3 object where to store the result
- * @returns the unmodified current Color3
- */
- scaleToRef(scale: number, result: Color3): Color3;
- /**
- * Scale the current Color3 values by a factor and add the result to a given Color3
- * @param scale defines the scale factor
- * @param result defines color to store the result into
- * @returns the unmodified current Color3
- */
- scaleAndAddToRef(scale: number, result: Color3): Color3;
- /**
- * Clamps the rgb values by the min and max values and stores the result into "result"
- * @param min defines minimum clamping value (default is 0)
- * @param max defines maximum clamping value (default is 1)
- * @param result defines color to store the result into
- * @returns the original Color3
- */
- clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
- /**
- * Creates a new Color3 set with the added values of the current Color3 and of the given one
- * @param otherColor defines the second operand
- * @returns the new Color3
- */
- add(otherColor: Color3): Color3;
- /**
- * Stores the result of the addition of the current Color3 and given one rgb values into "result"
- * @param otherColor defines the second operand
- * @param result defines Color3 object to store the result into
- * @returns the unmodified current Color3
- */
- addToRef(otherColor: Color3, result: Color3): Color3;
- /**
- * Returns a new Color3 set with the subtracted values of the given one from the current Color3
- * @param otherColor defines the second operand
- * @returns the new Color3
- */
- subtract(otherColor: Color3): Color3;
- /**
- * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
- * @param otherColor defines the second operand
- * @param result defines Color3 object to store the result into
- * @returns the unmodified current Color3
- */
- subtractToRef(otherColor: Color3, result: Color3): Color3;
- /**
- * Copy the current object
- * @returns a new Color3 copied the current one
- */
- clone(): Color3;
- /**
- * Copies the rgb values from the source in the current Color3
- * @param source defines the source Color3 object
- * @returns the updated Color3 object
- */
- copyFrom(source: Color3): Color3;
- /**
- * Updates the Color3 rgb values from the given floats
- * @param r defines the red component to read from
- * @param g defines the green component to read from
- * @param b defines the blue component to read from
- * @returns the current Color3 object
- */
- copyFromFloats(r: number, g: number, b: number): Color3;
- /**
- * Updates the Color3 rgb values from the given floats
- * @param r defines the red component to read from
- * @param g defines the green component to read from
- * @param b defines the blue component to read from
- * @returns the current Color3 object
- */
- set(r: number, g: number, b: number): Color3;
- /**
- * Compute the Color3 hexadecimal code as a string
- * @returns a string containing the hexadecimal representation of the Color3 object
- */
- toHexString(): string;
- /**
- * Computes a new Color3 converted from the current one to linear space
- * @returns a new Color3 object
- */
- toLinearSpace(): Color3;
- /**
- * Converts the Color3 values to linear space and stores the result in "convertedColor"
- * @param convertedColor defines the Color3 object where to store the linear space version
- * @returns the unmodified Color3
- */
- toLinearSpaceToRef(convertedColor: Color3): Color3;
- /**
- * Computes a new Color3 converted from the current one to gamma space
- * @returns a new Color3 object
- */
- toGammaSpace(): Color3;
- /**
- * Converts the Color3 values to gamma space and stores the result in "convertedColor"
- * @param convertedColor defines the Color3 object where to store the gamma space version
- * @returns the unmodified Color3
- */
- toGammaSpaceToRef(convertedColor: Color3): Color3;
- /**
- * Creates a new Color3 from the string containing valid hexadecimal values
- * @param hex defines a string containing valid hexadecimal values
- * @returns a new Color3 object
- */
- static FromHexString(hex: string): Color3;
- /**
- * Creates a new Vector3 from the starting index of the given array
- * @param array defines the source array
- * @param offset defines an offset in the source array
- * @returns a new Color3 object
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Color3;
- /**
- * Creates a new Color3 from integer values (< 256)
- * @param r defines the red component to read from (value between 0 and 255)
- * @param g defines the green component to read from (value between 0 and 255)
- * @param b defines the blue component to read from (value between 0 and 255)
- * @returns a new Color3 object
- */
- static FromInts(r: number, g: number, b: number): Color3;
- /**
- * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
- * @param start defines the start Color3 value
- * @param end defines the end Color3 value
- * @param amount defines the gradient value between start and end
- * @returns a new Color3 object
- */
- static Lerp(start: Color3, end: Color3, amount: number): Color3;
- /**
- * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
- * @param left defines the start value
- * @param right defines the end value
- * @param amount defines the gradient factor
- * @param result defines the Color3 object where to store the result
- */
- static LerpToRef(left: Color3, right: Color3, amount: number, result: Color3): void;
- /**
- * Returns a Color3 value containing a red color
- * @returns a new Color3 object
- */
- static Red(): Color3;
- /**
- * Returns a Color3 value containing a green color
- * @returns a new Color3 object
- */
- static Green(): Color3;
- /**
- * Returns a Color3 value containing a blue color
- * @returns a new Color3 object
- */
- static Blue(): Color3;
- /**
- * Returns a Color3 value containing a black color
- * @returns a new Color3 object
- */
- static Black(): Color3;
- /**
- * Returns a Color3 value containing a white color
- * @returns a new Color3 object
- */
- static White(): Color3;
- /**
- * Returns a Color3 value containing a purple color
- * @returns a new Color3 object
- */
- static Purple(): Color3;
- /**
- * Returns a Color3 value containing a magenta color
- * @returns a new Color3 object
- */
- static Magenta(): Color3;
- /**
- * Returns a Color3 value containing a yellow color
- * @returns a new Color3 object
- */
- static Yellow(): Color3;
- /**
- * Returns a Color3 value containing a gray color
- * @returns a new Color3 object
- */
- static Gray(): Color3;
- /**
- * Returns a Color3 value containing a teal color
- * @returns a new Color3 object
- */
- static Teal(): Color3;
- /**
- * Returns a Color3 value containing a random color
- * @returns a new Color3 object
- */
- static Random(): Color3;
- }
- /**
- * Class used to hold a RBGA color
- */
- class Color4 {
- /**
- * Defines the red component (between 0 and 1, default is 0)
- */
- r: number;
- /**
- * Defines the green component (between 0 and 1, default is 0)
- */
- g: number;
- /**
- * Defines the blue component (between 0 and 1, default is 0)
- */
- b: number;
- /**
- * Defines the alpha component (between 0 and 1, default is 1)
- */
- a: number;
- /**
- * Creates a new Color4 object from red, green, blue values, all between 0 and 1
- * @param r defines the red component (between 0 and 1, default is 0)
- * @param g defines the green component (between 0 and 1, default is 0)
- * @param b defines the blue component (between 0 and 1, default is 0)
- * @param a defines the alpha component (between 0 and 1, default is 1)
- */
- constructor(
- /**
- * Defines the red component (between 0 and 1, default is 0)
- */
- r?: number,
- /**
- * Defines the green component (between 0 and 1, default is 0)
- */
- g?: number,
- /**
- * Defines the blue component (between 0 and 1, default is 0)
- */
- b?: number,
- /**
- * Defines the alpha component (between 0 and 1, default is 1)
- */
- a?: number);
- /**
- * Adds in place the given Color4 values to the current Color4 object
- * @param right defines the second operand
- * @returns the current updated Color4 object
- */
- addInPlace(right: Color4): Color4;
- /**
- * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
- * @returns the new array
- */
- asArray(): number[];
- /**
- * Stores from the starting index in the given array the Color4 successive values
- * @param array defines the array where to store the r,g,b components
- * @param index defines an optional index in the target array to define where to start storing values
- * @returns the current Color4 object
- */
- toArray(array: number[], index?: number): Color4;
- /**
- * Creates a new Color4 set with the added values of the current Color4 and of the given one
- * @param right defines the second operand
- * @returns a new Color4 object
- */
- add(right: Color4): Color4;
- /**
- * Creates a new Color4 set with the subtracted values of the given one from the current Color4
- * @param right defines the second operand
- * @returns a new Color4 object
- */
- subtract(right: Color4): Color4;
- /**
- * Subtracts the given ones from the current Color4 values and stores the results in "result"
- * @param right defines the second operand
- * @param result defines the Color4 object where to store the result
- * @returns the current Color4 object
- */
- subtractToRef(right: Color4, result: Color4): Color4;
- /**
- * Creates a new Color4 with the current Color4 values multiplied by scale
- * @param scale defines the scaling factor to apply
- * @returns a new Color4 object
- */
- scale(scale: number): Color4;
- /**
- * Multiplies the current Color4 values by scale and stores the result in "result"
- * @param scale defines the scaling factor to apply
- * @param result defines the Color4 object where to store the result
- * @returns the current unmodified Color4
- */
- scaleToRef(scale: number, result: Color4): Color4;
- /**
- * Scale the current Color4 values by a factor and add the result to a given Color4
- * @param scale defines the scale factor
- * @param result defines the Color4 object where to store the result
- * @returns the unmodified current Color4
- */
- scaleAndAddToRef(scale: number, result: Color4): Color4;
- /**
- * Clamps the rgb values by the min and max values and stores the result into "result"
- * @param min defines minimum clamping value (default is 0)
- * @param max defines maximum clamping value (default is 1)
- * @param result defines color to store the result into.
- * @returns the cuurent Color4
- */
- clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
- /**
- * Multipy an Color4 value by another and return a new Color4 object
- * @param color defines the Color4 value to multiply by
- * @returns a new Color4 object
- */
- multiply(color: Color4): Color4;
- /**
- * Multipy a Color4 value by another and push the result in a reference value
- * @param color defines the Color4 value to multiply by
- * @param result defines the Color4 to fill the result in
- * @returns the result Color4
- */
- multiplyToRef(color: Color4, result: Color4): Color4;
- /**
- * Creates a string with the Color4 current values
- * @returns the string representation of the Color4 object
- */
- toString(): string;
- /**
- * Returns the string "Color4"
- * @returns "Color4"
- */
- getClassName(): string;
- /**
- * Compute the Color4 hash code
- * @returns an unique number that can be used to hash Color4 objects
- */
- getHashCode(): number;
- /**
- * Creates a new Color4 copied from the current one
- * @returns a new Color4 object
- */
- clone(): Color4;
- /**
- * Copies the given Color4 values into the current one
- * @param source defines the source Color4 object
- * @returns the current updated Color4 object
- */
- copyFrom(source: Color4): Color4;
- /**
- * Copies the given float values into the current one
- * @param r defines the red component to read from
- * @param g defines the green component to read from
- * @param b defines the blue component to read from
- * @param a defines the alpha component to read from
- * @returns the current updated Color4 object
- */
- copyFromFloats(r: number, g: number, b: number, a: number): Color4;
- /**
- * Copies the given float values into the current one
- * @param r defines the red component to read from
- * @param g defines the green component to read from
- * @param b defines the blue component to read from
- * @param a defines the alpha component to read from
- * @returns the current updated Color4 object
- */
- set(r: number, g: number, b: number, a: number): Color4;
- /**
- * Compute the Color4 hexadecimal code as a string
- * @returns a string containing the hexadecimal representation of the Color4 object
- */
- toHexString(): string;
- /**
- * Computes a new Color4 converted from the current one to linear space
- * @returns a new Color4 object
- */
- toLinearSpace(): Color4;
- /**
- * Converts the Color4 values to linear space and stores the result in "convertedColor"
- * @param convertedColor defines the Color4 object where to store the linear space version
- * @returns the unmodified Color4
- */
- toLinearSpaceToRef(convertedColor: Color4): Color4;
- /**
- * Computes a new Color4 converted from the current one to gamma space
- * @returns a new Color4 object
- */
- toGammaSpace(): Color4;
- /**
- * Converts the Color4 values to gamma space and stores the result in "convertedColor"
- * @param convertedColor defines the Color4 object where to store the gamma space version
- * @returns the unmodified Color4
- */
- toGammaSpaceToRef(convertedColor: Color4): Color4;
- /**
- * Creates a new Color4 from the string containing valid hexadecimal values
- * @param hex defines a string containing valid hexadecimal values
- * @returns a new Color4 object
- */
- static FromHexString(hex: string): Color4;
- /**
- * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
- * @param left defines the start value
- * @param right defines the end value
- * @param amount defines the gradient factor
- * @returns a new Color4 object
- */
- static Lerp(left: Color4, right: Color4, amount: number): Color4;
- /**
- * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
- * @param left defines the start value
- * @param right defines the end value
- * @param amount defines the gradient factor
- * @param result defines the Color4 object where to store data
- */
- static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void;
- /**
- * Creates a new Color4 from a Color3 and an alpha value
- * @param color3 defines the source Color3 to read from
- * @param alpha defines the alpha component (1.0 by default)
- * @returns a new Color4 object
- */
- static FromColor3(color3: Color3, alpha?: number): Color4;
- /**
- * Creates a new Color4 from the starting index element of the given array
- * @param array defines the source array to read from
- * @param offset defines the offset in the source array
- * @returns a new Color4 object
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Color4;
- /**
- * Creates a new Color3 from integer values (< 256)
- * @param r defines the red component to read from (value between 0 and 255)
- * @param g defines the green component to read from (value between 0 and 255)
- * @param b defines the blue component to read from (value between 0 and 255)
- * @param a defines the alpha component to read from (value between 0 and 255)
- * @returns a new Color3 object
- */
- static FromInts(r: number, g: number, b: number, a: number): Color4;
- /**
- * Check the content of a given array and convert it to an array containing RGBA data
- * If the original array was already containing count * 4 values then it is returned directly
- * @param colors defines the array to check
- * @param count defines the number of RGBA data to expect
- * @returns an array containing count * 4 values (RGBA)
- */
- static CheckColors4(colors: number[], count: number): number[];
- }
- /**
- * Class representing a vector containing 2 coordinates
- */
- class Vector2 {
- /** defines the first coordinate */
- x: number;
- /** defines the second coordinate */
- y: number;
- /**
- * Creates a new Vector2 from the given x and y coordinates
- * @param x defines the first coordinate
- * @param y defines the second coordinate
- */
- constructor(
- /** defines the first coordinate */
- x?: number,
- /** defines the second coordinate */
- y?: number);
- /**
- * Gets a string with the Vector2 coordinates
- * @returns a string with the Vector2 coordinates
- */
- toString(): string;
- /**
- * Gets class name
- * @returns the string "Vector2"
- */
- getClassName(): string;
- /**
- * Gets current vector hash code
- * @returns the Vector2 hash code as a number
- */
- getHashCode(): number;
- /**
- * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
- * @param array defines the source array
- * @param index defines the offset in source array
- * @returns the current Vector2
- */
- toArray(array: FloatArray, index?: number): Vector2;
- /**
- * Copy the current vector to an array
- * @returns a new array with 2 elements: the Vector2 coordinates.
- */
- asArray(): number[];
- /**
- * Sets the Vector2 coordinates with the given Vector2 coordinates
- * @param source defines the source Vector2
- * @returns the current updated Vector2
- */
- copyFrom(source: Vector2): Vector2;
- /**
- * Sets the Vector2 coordinates with the given floats
- * @param x defines the first coordinate
- * @param y defines the second coordinate
- * @returns the current updated Vector2
- */
- copyFromFloats(x: number, y: number): Vector2;
- /**
- * Sets the Vector2 coordinates with the given floats
- * @param x defines the first coordinate
- * @param y defines the second coordinate
- * @returns the current updated Vector2
- */
- set(x: number, y: number): Vector2;
- /**
- * Add another vector with the current one
- * @param otherVector defines the other vector
- * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
- */
- add(otherVector: Vector2): Vector2;
- /**
- * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
- * @param otherVector defines the other vector
- * @param result defines the target vector
- * @returns the unmodified current Vector2
- */
- addToRef(otherVector: Vector2, result: Vector2): Vector2;
- /**
- * Set the Vector2 coordinates by adding the given Vector2 coordinates
- * @param otherVector defines the other vector
- * @returns the current updated Vector2
- */
- addInPlace(otherVector: Vector2): Vector2;
- /**
- * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
- * @param otherVector defines the other vector
- * @returns a new Vector2
- */
- addVector3(otherVector: Vector3): Vector2;
- /**
- * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
- * @param otherVector defines the other vector
- * @returns a new Vector2
- */
- subtract(otherVector: Vector2): Vector2;
- /**
- * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
- * @param otherVector defines the other vector
- * @param result defines the target vector
- * @returns the unmodified current Vector2
- */
- subtractToRef(otherVector: Vector2, result: Vector2): Vector2;
- /**
- * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
- * @param otherVector defines the other vector
- * @returns the current updated Vector2
- */
- subtractInPlace(otherVector: Vector2): Vector2;
- /**
- * Multiplies in place the current Vector2 coordinates by the given ones
- * @param otherVector defines the other vector
- * @returns the current updated Vector2
- */
- multiplyInPlace(otherVector: Vector2): Vector2;
- /**
- * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
- * @param otherVector defines the other vector
- * @returns a new Vector2
- */
- multiply(otherVector: Vector2): Vector2;
- /**
- * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
- * @param otherVector defines the other vector
- * @param result defines the target vector
- * @returns the unmodified current Vector2
- */
- multiplyToRef(otherVector: Vector2, result: Vector2): Vector2;
- /**
- * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
- * @param x defines the first coordinate
- * @param y defines the second coordinate
- * @returns a new Vector2
- */
- multiplyByFloats(x: number, y: number): Vector2;
- /**
- * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
- * @param otherVector defines the other vector
- * @returns a new Vector2
- */
- divide(otherVector: Vector2): Vector2;
- /**
- * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
- * @param otherVector defines the other vector
- * @param result defines the target vector
- * @returns the unmodified current Vector2
- */
- divideToRef(otherVector: Vector2, result: Vector2): Vector2;
- /**
- * Divides the current Vector2 coordinates by the given ones
- * @param otherVector defines the other vector
- * @returns the current updated Vector2
- */
- divideInPlace(otherVector: Vector2): Vector2;
- /**
- * Gets a new Vector2 with current Vector2 negated coordinates
- * @returns a new Vector2
- */
- negate(): Vector2;
- /**
- * Multiply the Vector2 coordinates by scale
- * @param scale defines the scaling factor
- * @returns the current updated Vector2
- */
- scaleInPlace(scale: number): Vector2;
- /**
- * Returns a new Vector2 scaled by "scale" from the current Vector2
- * @param scale defines the scaling factor
- * @returns a new Vector2
- */
- scale(scale: number): Vector2;
- /**
- * Scale the current Vector2 values by a factor to a given Vector2
- * @param scale defines the scale factor
- * @param result defines the Vector2 object where to store the result
- * @returns the unmodified current Vector2
- */
- scaleToRef(scale: number, result: Vector2): Vector2;
- /**
- * Scale the current Vector2 values by a factor and add the result to a given Vector2
- * @param scale defines the scale factor
- * @param result defines the Vector2 object where to store the result
- * @returns the unmodified current Vector2
- */
- scaleAndAddToRef(scale: number, result: Vector2): Vector2;
- /**
- * Gets a boolean if two vectors are equals
- * @param otherVector defines the other vector
- * @returns true if the given vector coordinates strictly equal the current Vector2 ones
- */
- equals(otherVector: Vector2): boolean;
- /**
- * Gets a boolean if two vectors are equals (using an epsilon value)
- * @param otherVector defines the other vector
- * @param epsilon defines the minimal distance to consider equality
- * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
- */
- equalsWithEpsilon(otherVector: Vector2, epsilon?: number): boolean;
- /**
- * Gets a new Vector2 from current Vector2 floored values
- * @returns a new Vector2
- */
- floor(): Vector2;
- /**
- * Gets a new Vector2 from current Vector2 floored values
- * @returns a new Vector2
- */
- fract(): Vector2;
- /**
- * Gets the length of the vector
- * @returns the vector length (float)
- */
- length(): number;
- /**
- * Gets the vector squared length
- * @returns the vector squared length (float)
- */
- lengthSquared(): number;
- /**
- * Normalize the vector
- * @returns the current updated Vector2
- */
- normalize(): Vector2;
- /**
- * Gets a new Vector2 copied from the Vector2
- * @returns a new Vector2
- */
- clone(): Vector2;
- /**
- * Gets a new Vector2(0, 0)
- * @returns a new Vector2
- */
- static Zero(): Vector2;
- /**
- * Gets a new Vector2(1, 1)
- * @returns a new Vector2
- */
- static One(): Vector2;
- /**
- * Gets a new Vector2 set from the given index element of the given array
- * @param array defines the data source
- * @param offset defines the offset in the data source
- * @returns a new Vector2
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Vector2;
- /**
- * Sets "result" from the given index element of the given array
- * @param array defines the data source
- * @param offset defines the offset in the data source
- * @param result defines the target vector
- */
- static FromArrayToRef(array: ArrayLike<number>, offset: number, result: Vector2): void;
- /**
- * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
- * @param value1 defines 1st point of control
- * @param value2 defines 2nd point of control
- * @param value3 defines 3rd point of control
- * @param value4 defines 4th point of control
- * @param amount defines the interpolation factor
- * @returns a new Vector2
- */
- static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2;
- /**
- * Returns a new Vector2 set with same the coordinates than "value" ones if the vector "value" is in the square defined by "min" and "max".
- * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
- * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
- * @param value defines the value to clamp
- * @param min defines the lower limit
- * @param max defines the upper limit
- * @returns a new Vector2
- */
- static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2;
- /**
- * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
- * @param value1 defines the 1st control point
- * @param tangent1 defines the outgoing tangent
- * @param value2 defines the 2nd control point
- * @param tangent2 defines the incoming tangent
- * @param amount defines the interpolation factor
- * @returns a new Vector2
- */
- static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2;
- /**
- * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
- * @param start defines the start vector
- * @param end defines the end vector
- * @param amount defines the interpolation factor
- * @returns a new Vector2
- */
- static Lerp(start: Vector2, end: Vector2, amount: number): Vector2;
- /**
- * Gets the dot product of the vector "left" and the vector "right"
- * @param left defines first vector
- * @param right defines second vector
- * @returns the dot product (float)
- */
- static Dot(left: Vector2, right: Vector2): number;
- /**
- * Returns a new Vector2 equal to the normalized given vector
- * @param vector defines the vector to normalize
- * @returns a new Vector2
- */
- static Normalize(vector: Vector2): Vector2;
- /**
- * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
- * @param left defines 1st vector
- * @param right defines 2nd vector
- * @returns a new Vector2
- */
- static Minimize(left: Vector2, right: Vector2): Vector2;
- /**
- * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
- * @param left defines 1st vector
- * @param right defines 2nd vector
- * @returns a new Vector2
- */
- static Maximize(left: Vector2, right: Vector2): Vector2;
- /**
- * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
- * @param vector defines the vector to transform
- * @param transformation defines the matrix to apply
- * @returns a new Vector2
- */
- static Transform(vector: Vector2, transformation: Matrix): Vector2;
- /**
- * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
- * @param vector defines the vector to transform
- * @param transformation defines the matrix to apply
- * @param result defines the target vector
- */
- static TransformToRef(vector: Vector2, transformation: Matrix, result: Vector2): void;
- /**
- * Determines if a given vector is included in a triangle
- * @param p defines the vector to test
- * @param p0 defines 1st triangle point
- * @param p1 defines 2nd triangle point
- * @param p2 defines 3rd triangle point
- * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
- */
- static PointInTriangle(p: Vector2, p0: Vector2, p1: Vector2, p2: Vector2): boolean;
- /**
- * Gets the distance between the vectors "value1" and "value2"
- * @param value1 defines first vector
- * @param value2 defines second vector
- * @returns the distance between vectors
- */
- static Distance(value1: Vector2, value2: Vector2): number;
- /**
- * Returns the squared distance between the vectors "value1" and "value2"
- * @param value1 defines first vector
- * @param value2 defines second vector
- * @returns the squared distance between vectors
- */
- static DistanceSquared(value1: Vector2, value2: Vector2): number;
- /**
- * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
- * @param value1 defines first vector
- * @param value2 defines second vector
- * @returns a new Vector2
- */
- static Center(value1: Vector2, value2: Vector2): Vector2;
- /**
- * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
- * @param p defines the middle point
- * @param segA defines one point of the segment
- * @param segB defines the other point of the segment
- * @returns the shortest distance
- */
- static DistanceOfPointFromSegment(p: Vector2, segA: Vector2, segB: Vector2): number;
- }
- /**
- * Classed used to store (x,y,z) vector representation
- * A Vector3 is the main object used in 3D geometry
- * It can represent etiher the coordinates of a point the space, either a direction
- * Reminder: Babylon.js uses a left handed forward facing system
- */
- class Vector3 {
- /**
- * Defines the first coordinates (on X axis)
- */
- x: number;
- /**
- * Defines the second coordinates (on Y axis)
- */
- y: number;
- /**
- * Defines the third coordinates (on Z axis)
- */
- z: number;
- /**
- * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
- * @param x defines the first coordinates (on X axis)
- * @param y defines the second coordinates (on Y axis)
- * @param z defines the third coordinates (on Z axis)
- */
- constructor(
- /**
- * Defines the first coordinates (on X axis)
- */
- x?: number,
- /**
- * Defines the second coordinates (on Y axis)
- */
- y?: number,
- /**
- * Defines the third coordinates (on Z axis)
- */
- z?: number);
- /**
- * Creates a string representation of the Vector3
- * @returns a string with the Vector3 coordinates.
- */
- toString(): string;
- /**
- * Gets the class name
- * @returns the string "Vector3"
- */
- getClassName(): string;
- /**
- * Creates the Vector3 hash code
- * @returns a number which tends to be unique between Vector3 instances
- */
- getHashCode(): number;
- /**
- * Creates an array containing three elements : the coordinates of the Vector3
- * @returns a new array of numbers
- */
- asArray(): number[];
- /**
- * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
- * @param array defines the destination array
- * @param index defines the offset in the destination array
- * @returns the current Vector3
- */
- toArray(array: FloatArray, index?: number): Vector3;
- /**
- * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
- * @returns a new Quaternion object, computed from the Vector3 coordinates
- */
- toQuaternion(): Quaternion;
- /**
- * Adds the given vector to the current Vector3
- * @param otherVector defines the second operand
- * @returns the current updated Vector3
- */
- addInPlace(otherVector: Vector3): Vector3;
- /**
- * Gets a new Vector3, result of the addition the current Vector3 and the given vector
- * @param otherVector defines the second operand
- * @returns the resulting Vector3
- */
- add(otherVector: Vector3): Vector3;
- /**
- * Adds the current Vector3 to the given one and stores the result in the vector "result"
- * @param otherVector defines the second operand
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- addToRef(otherVector: Vector3, result: Vector3): Vector3;
- /**
- * Subtract the given vector from the current Vector3
- * @param otherVector defines the second operand
- * @returns the current updated Vector3
- */
- subtractInPlace(otherVector: Vector3): Vector3;
- /**
- * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
- * @param otherVector defines the second operand
- * @returns the resulting Vector3
- */
- subtract(otherVector: Vector3): Vector3;
- /**
- * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
- * @param otherVector defines the second operand
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- subtractToRef(otherVector: Vector3, result: Vector3): Vector3;
- /**
- * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the resulting Vector3
- */
- subtractFromFloats(x: number, y: number, z: number): Vector3;
- /**
- * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
- /**
- * Gets a new Vector3 set with the current Vector3 negated coordinates
- * @returns a new Vector3
- */
- negate(): Vector3;
- /**
- * Multiplies the Vector3 coordinates by the float "scale"
- * @param scale defines the multiplier factor
- * @returns the current updated Vector3
- */
- scaleInPlace(scale: number): Vector3;
- /**
- * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
- * @param scale defines the multiplier factor
- * @returns a new Vector3
- */
- scale(scale: number): Vector3;
- /**
- * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
- * @param scale defines the multiplier factor
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- scaleToRef(scale: number, result: Vector3): Vector3;
- /**
- * Scale the current Vector3 values by a factor and add the result to a given Vector3
- * @param scale defines the scale factor
- * @param result defines the Vector3 object where to store the result
- * @returns the unmodified current Vector3
- */
- scaleAndAddToRef(scale: number, result: Vector3): Vector3;
- /**
- * Returns true if the current Vector3 and the given vector coordinates are strictly equal
- * @param otherVector defines the second operand
- * @returns true if both vectors are equals
- */
- equals(otherVector: Vector3): boolean;
- /**
- * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
- * @param otherVector defines the second operand
- * @param epsilon defines the minimal distance to define values as equals
- * @returns true if both vectors are distant less than epsilon
- */
- equalsWithEpsilon(otherVector: Vector3, epsilon?: number): boolean;
- /**
- * Returns true if the current Vector3 coordinates equals the given floats
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns true if both vectors are equals
- */
- equalsToFloats(x: number, y: number, z: number): boolean;
- /**
- * Multiplies the current Vector3 coordinates by the given ones
- * @param otherVector defines the second operand
- * @returns the current updated Vector3
- */
- multiplyInPlace(otherVector: Vector3): Vector3;
- /**
- * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
- * @param otherVector defines the second operand
- * @returns the new Vector3
- */
- multiply(otherVector: Vector3): Vector3;
- /**
- * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
- * @param otherVector defines the second operand
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- multiplyToRef(otherVector: Vector3, result: Vector3): Vector3;
- /**
- * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the new Vector3
- */
- multiplyByFloats(x: number, y: number, z: number): Vector3;
- /**
- * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
- * @param otherVector defines the second operand
- * @returns the new Vector3
- */
- divide(otherVector: Vector3): Vector3;
- /**
- * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
- * @param otherVector defines the second operand
- * @param result defines the Vector3 object where to store the result
- * @returns the current Vector3
- */
- divideToRef(otherVector: Vector3, result: Vector3): Vector3;
- /**
- * Divides the current Vector3 coordinates by the given ones.
- * @param otherVector defines the second operand
- * @returns the current updated Vector3
- */
- divideInPlace(otherVector: Vector3): Vector3;
- /**
- * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
- * @param other defines the second operand
- * @returns the current updated Vector3
- */
- minimizeInPlace(other: Vector3): Vector3;
- /**
- * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
- * @param other defines the second operand
- * @returns the current updated Vector3
- */
- maximizeInPlace(other: Vector3): Vector3;
- /**
- * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the current updated Vector3
- */
- minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
- /**
- * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the current updated Vector3
- */
- maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
- /**
- * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
- */
- readonly isNonUniform: boolean;
- /**
- * Gets a new Vector3 from current Vector3 floored values
- * @returns a new Vector3
- */
- floor(): Vector3;
- /**
- * Gets a new Vector3 from current Vector3 floored values
- * @returns a new Vector3
- */
- fract(): Vector3;
- /**
- * Gets the length of the Vector3
- * @returns the length of the Vecto3
- */
- length(): number;
- /**
- * Gets the squared length of the Vector3
- * @returns squared length of the Vector3
- */
- lengthSquared(): number;
- /**
- * Normalize the current Vector3.
- * Please note that this is an in place operation.
- * @returns the current updated Vector3
- */
- normalize(): Vector3;
- /**
- * Normalize the current Vector3 to a new vector
- * @returns the new Vector3
- */
- normalizeToNew(): Vector3;
- /**
- * Normalize the current Vector3 to the reference
- * @param reference define the Vector3 to update
- * @returns the updated Vector3
- */
- normalizeToRef(reference: Vector3): Vector3;
- /**
- * Creates a new Vector3 copied from the current Vector3
- * @returns the new Vector3
- */
- clone(): Vector3;
- /**
- * Copies the given vector coordinates to the current Vector3 ones
- * @param source defines the source Vector3
- * @returns the current updated Vector3
- */
- copyFrom(source: Vector3): Vector3;
- /**
- * Copies the given floats to the current Vector3 coordinates
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the current updated Vector3
- */
- copyFromFloats(x: number, y: number, z: number): Vector3;
- /**
- * Copies the given floats to the current Vector3 coordinates
- * @param x defines the x coordinate of the operand
- * @param y defines the y coordinate of the operand
- * @param z defines the z coordinate of the operand
- * @returns the current updated Vector3
- */
- set(x: number, y: number, z: number): Vector3;
- /**
- * Get the clip factor between two vectors
- * @param vector0 defines the first operand
- * @param vector1 defines the second operand
- * @param axis defines the axis to use
- * @param size defines the size along the axis
- * @returns the clip factor
- */
- static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size: number): number;
- /**
- * Get angle between two vectors
- * @param vector0 angle between vector0 and vector1
- * @param vector1 angle between vector0 and vector1
- * @param normal direction of the normal
- * @return the angle between vector0 and vector1
- */
- static GetAngleBetweenVectors(vector0: Vector3, vector1: Vector3, normal: Vector3): number;
- /**
- * Returns a new Vector3 set from the index "offset" of the given array
- * @param array defines the source array
- * @param offset defines the offset in the source array
- * @returns the new Vector3
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Vector3;
- /**
- * Returns a new Vector3 set from the index "offset" of the given Float32Array
- * This function is deprecated. Use FromArray instead
- * @param array defines the source array
- * @param offset defines the offset in the source array
- * @returns the new Vector3
- */
- static FromFloatArray(array: Float32Array, offset?: number): Vector3;
- /**
- * Sets the given vector "result" with the element values from the index "offset" of the given array
- * @param array defines the source array
- * @param offset defines the offset in the source array
- * @param result defines the Vector3 where to store the result
- */
- static FromArrayToRef(array: ArrayLike<number>, offset: number, result: Vector3): void;
- /**
- * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
- * This function is deprecated. Use FromArrayToRef instead.
- * @param array defines the source array
- * @param offset defines the offset in the source array
- * @param result defines the Vector3 where to store the result
- */
- static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void;
- /**
- * Sets the given vector "result" with the given floats.
- * @param x defines the x coordinate of the source
- * @param y defines the y coordinate of the source
- * @param z defines the z coordinate of the source
- * @param result defines the Vector3 where to store the result
- */
- static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
- /**
- * Returns a new Vector3 set to (0.0, 0.0, 0.0)
- * @returns a new empty Vector3
- */
- static Zero(): Vector3;
- /**
- * Returns a new Vector3 set to (1.0, 1.0, 1.0)
- * @returns a new unit Vector3
- */
- static One(): Vector3;
- /**
- * Returns a new Vector3 set to (0.0, 1.0, 0.0)
- * @returns a new up Vector3
- */
- static Up(): Vector3;
- /**
- * Returns a new Vector3 set to (0.0, -1.0, 0.0)
- * @returns a new down Vector3
- */
- static Down(): Vector3;
- /**
- * Returns a new Vector3 set to (0.0, 0.0, 1.0)
- * @returns a new forward Vector3
- */
- static Forward(): Vector3;
- /**
- * Returns a new Vector3 set to (0.0, 0.0, -1.0)
- * @returns a new forward Vector3
- */
- static Backward(): Vector3;
- /**
- * Returns a new Vector3 set to (1.0, 0.0, 0.0)
- * @returns a new right Vector3
- */
- static Right(): Vector3;
- /**
- * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
- * @returns a new left Vector3
- */
- static Left(): Vector3;
- /**
- * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
- * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
- * @param vector defines the Vector3 to transform
- * @param transformation defines the transformation matrix
- * @returns the transformed Vector3
- */
- static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3;
- /**
- * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
- * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
- * @param vector defines the Vector3 to transform
- * @param transformation defines the transformation matrix
- * @param result defines the Vector3 where to store the result
- */
- static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
- /**
- * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
- * This method computes tranformed coordinates only, not transformed direction vectors
- * @param x define the x coordinate of the source vector
- * @param y define the y coordinate of the source vector
- * @param z define the z coordinate of the source vector
- * @param transformation defines the transformation matrix
- * @param result defines the Vector3 where to store the result
- */
- static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
- /**
- * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
- * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
- * @param vector defines the Vector3 to transform
- * @param transformation defines the transformation matrix
- * @returns the new Vector3
- */
- static TransformNormal(vector: Vector3, transformation: Matrix): Vector3;
- /**
- * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
- * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
- * @param vector defines the Vector3 to transform
- * @param transformation defines the transformation matrix
- * @param result defines the Vector3 where to store the result
- */
- static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void;
- /**
- * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
- * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
- * @param x define the x coordinate of the source vector
- * @param y define the y coordinate of the source vector
- * @param z define the z coordinate of the source vector
- * @param transformation defines the transformation matrix
- * @param result defines the Vector3 where to store the result
- */
- static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void;
- /**
- * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
- * @param value1 defines the first control point
- * @param value2 defines the second control point
- * @param value3 defines the third control point
- * @param value4 defines the fourth control point
- * @param amount defines the amount on the spline to use
- * @returns the new Vector3
- */
- static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3;
- /**
- * Returns a new Vector3 set with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
- * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
- * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
- * @param value defines the current value
- * @param min defines the lower range value
- * @param max defines the upper range value
- * @returns the new Vector3
- */
- static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3;
- /**
- * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
- * @param value1 defines the first control point
- * @param tangent1 defines the first tangent vector
- * @param value2 defines the second control point
- * @param tangent2 defines the second tangent vector
- * @param amount defines the amount on the interpolation spline (between 0 and 1)
- * @returns the new Vector3
- */
- static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3;
- /**
- * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
- * @param start defines the start value
- * @param end defines the end value
- * @param amount max defines amount between both (between 0 and 1)
- * @returns the new Vector3
- */
- static Lerp(start: Vector3, end: Vector3, amount: number): Vector3;
- /**
- * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
- * @param start defines the start value
- * @param end defines the end value
- * @param amount max defines amount between both (between 0 and 1)
- * @param result defines the Vector3 where to store the result
- */
- static LerpToRef(start: Vector3, end: Vector3, amount: number, result: Vector3): void;
- /**
- * Returns the dot product (float) between the vectors "left" and "right"
- * @param left defines the left operand
- * @param right defines the right operand
- * @returns the dot product
- */
- static Dot(left: Vector3, right: Vector3): number;
- /**
- * Returns a new Vector3 as the cross product of the vectors "left" and "right"
- * The cross product is then orthogonal to both "left" and "right"
- * @param left defines the left operand
- * @param right defines the right operand
- * @returns the cross product
- */
- static Cross(left: Vector3, right: Vector3): Vector3;
- /**
- * Sets the given vector "result" with the cross product of "left" and "right"
- * The cross product is then orthogonal to both "left" and "right"
- * @param left defines the left operand
- * @param right defines the right operand
- * @param result defines the Vector3 where to store the result
- */
- static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
- /**
- * Returns a new Vector3 as the normalization of the given vector
- * @param vector defines the Vector3 to normalize
- * @returns the new Vector3
- */
- static Normalize(vector: Vector3): Vector3;
- /**
- * Sets the given vector "result" with the normalization of the given first vector
- * @param vector defines the Vector3 to normalize
- * @param result defines the Vector3 where to store the result
- */
- static NormalizeToRef(vector: Vector3, result: Vector3): void;
- private static _viewportMatrixCache;
- /**
- * Project a Vector3 onto screen space
- * @param vector defines the Vector3 to project
- * @param world defines the world matrix to use
- * @param transform defines the transform (view x projection) matrix to use
- * @param viewport defines the screen viewport to use
- * @returns the new Vector3
- */
- static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3;
- /**
- * Unproject from screen space to object space
- * @param source defines the screen space Vector3 to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param transform defines the transform (view x projection) matrix to use
- * @returns the new Vector3
- */
- static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3;
- /**
- * Unproject from screen space to object space
- * @param source defines the screen space Vector3 to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param view defines the view matrix to use
- * @param projection defines the projection matrix to use
- * @returns the new Vector3
- */
- static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3;
- /**
- * Unproject from screen space to object space
- * @param source defines the screen space Vector3 to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param view defines the view matrix to use
- * @param projection defines the projection matrix to use
- * @param result defines the Vector3 where to store the result
- */
- static UnprojectToRef(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix, result: Vector3): void;
- /**
- * Unproject from screen space to object space
- * @param sourceX defines the screen space x coordinate to use
- * @param sourceY defines the screen space y coordinate to use
- * @param sourceZ defines the screen space z coordinate to use
- * @param viewportWidth defines the current width of the viewport
- * @param viewportHeight defines the current height of the viewport
- * @param world defines the world matrix to use (can be set to Identity to go to world space)
- * @param view defines the view matrix to use
- * @param projection defines the projection matrix to use
- * @param result defines the Vector3 where to store the result
- */
- static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix, result: Vector3): void;
- /**
- * Gets the minimal coordinate values between two Vector3
- * @param left defines the first operand
- * @param right defines the second operand
- * @returns the new Vector3
- */
- static Minimize(left: Vector3, right: Vector3): Vector3;
- /**
- * Gets the maximal coordinate values between two Vector3
- * @param left defines the first operand
- * @param right defines the second operand
- * @returns the new Vector3
- */
- static Maximize(left: Vector3, right: Vector3): Vector3;
- /**
- * Returns the distance between the vectors "value1" and "value2"
- * @param value1 defines the first operand
- * @param value2 defines the second operand
- * @returns the distance
- */
- static Distance(value1: Vector3, value2: Vector3): number;
- /**
- * Returns the squared distance between the vectors "value1" and "value2"
- * @param value1 defines the first operand
- * @param value2 defines the second operand
- * @returns the squared distance
- */
- static DistanceSquared(value1: Vector3, value2: Vector3): number;
- /**
- * Returns a new Vector3 located at the center between "value1" and "value2"
- * @param value1 defines the first operand
- * @param value2 defines the second operand
- * @returns the new Vector3
- */
- static Center(value1: Vector3, value2: Vector3): Vector3;
- /**
- * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
- * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
- * to something in order to rotate it from its local system to the given target system
- * Note: axis1, axis2 and axis3 are normalized during this operation
- * @param axis1 defines the first axis
- * @param axis2 defines the second axis
- * @param axis3 defines the third axis
- * @returns a new Vector3
- */
- static RotationFromAxis(axis1: Vector3, axis2: Vector3, axis3: Vector3): Vector3;
- /**
- * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
- * @param axis1 defines the first axis
- * @param axis2 defines the second axis
- * @param axis3 defines the third axis
- * @param ref defines the Vector3 where to store the result
- */
- static RotationFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Vector3): void;
- }
- /**
- * Vector4 class created for EulerAngle class conversion to Quaternion
- */
- class Vector4 {
- /** x value of the vector */
- x: number;
- /** y value of the vector */
- y: number;
- /** z value of the vector */
- z: number;
- /** w value of the vector */
- w: number;
- /**
- * Creates a Vector4 object from the given floats.
- * @param x x value of the vector
- * @param y y value of the vector
- * @param z z value of the vector
- * @param w w value of the vector
- */
- constructor(
- /** x value of the vector */
- x: number,
- /** y value of the vector */
- y: number,
- /** z value of the vector */
- z: number,
- /** w value of the vector */
- w: number);
- /**
- * Returns the string with the Vector4 coordinates.
- * @returns a string containing all the vector values
- */
- toString(): string;
- /**
- * Returns the string "Vector4".
- * @returns "Vector4"
- */
- getClassName(): string;
- /**
- * Returns the Vector4 hash code.
- * @returns a unique hash code
- */
- getHashCode(): number;
- /**
- * Returns a new array populated with 4 elements : the Vector4 coordinates.
- * @returns the resulting array
- */
- asArray(): number[];
- /**
- * Populates the given array from the given index with the Vector4 coordinates.
- * @param array array to populate
- * @param index index of the array to start at (default: 0)
- * @returns the Vector4.
- */
- toArray(array: FloatArray, index?: number): Vector4;
- /**
- * Adds the given vector to the current Vector4.
- * @param otherVector the vector to add
- * @returns the updated Vector4.
- */
- addInPlace(otherVector: Vector4): Vector4;
- /**
- * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
- * @param otherVector the vector to add
- * @returns the resulting vector
- */
- add(otherVector: Vector4): Vector4;
- /**
- * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
- * @param otherVector the vector to add
- * @param result the vector to store the result
- * @returns the current Vector4.
- */
- addToRef(otherVector: Vector4, result: Vector4): Vector4;
- /**
- * Subtract in place the given vector from the current Vector4.
- * @param otherVector the vector to subtract
- * @returns the updated Vector4.
- */
- subtractInPlace(otherVector: Vector4): Vector4;
- /**
- * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
- * @param otherVector the vector to add
- * @returns the new vector with the result
- */
- subtract(otherVector: Vector4): Vector4;
- /**
- * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
- * @param otherVector the vector to subtract
- * @param result the vector to store the result
- * @returns the current Vector4.
- */
- subtractToRef(otherVector: Vector4, result: Vector4): Vector4;
- /**
- * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
- */
- /**
- * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
- * @param x value to subtract
- * @param y value to subtract
- * @param z value to subtract
- * @param w value to subtract
- * @returns new vector containing the result
- */
- subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
- /**
- * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
- * @param x value to subtract
- * @param y value to subtract
- * @param z value to subtract
- * @param w value to subtract
- * @param result the vector to store the result in
- * @returns the current Vector4.
- */
- subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
- /**
- * Returns a new Vector4 set with the current Vector4 negated coordinates.
- * @returns a new vector with the negated values
- */
- negate(): Vector4;
- /**
- * Multiplies the current Vector4 coordinates by scale (float).
- * @param scale the number to scale with
- * @returns the updated Vector4.
- */
- scaleInPlace(scale: number): Vector4;
- /**
- * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
- * @param scale the number to scale with
- * @returns a new vector with the result
- */
- scale(scale: number): Vector4;
- /**
- * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
- * @param scale the number to scale with
- * @param result a vector to store the result in
- * @returns the current Vector4.
- */
- scaleToRef(scale: number, result: Vector4): Vector4;
- /**
- * Scale the current Vector4 values by a factor and add the result to a given Vector4
- * @param scale defines the scale factor
- * @param result defines the Vector4 object where to store the result
- * @returns the unmodified current Vector4
- */
- scaleAndAddToRef(scale: number, result: Vector4): Vector4;
- /**
- * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
- * @param otherVector the vector to compare against
- * @returns true if they are equal
- */
- equals(otherVector: Vector4): boolean;
- /**
- * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
- * @param otherVector vector to compare against
- * @param epsilon (Default: very small number)
- * @returns true if they are equal
- */
- equalsWithEpsilon(otherVector: Vector4, epsilon?: number): boolean;
- /**
- * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
- * @param x x value to compare against
- * @param y y value to compare against
- * @param z z value to compare against
- * @param w w value to compare against
- * @returns true if equal
- */
- equalsToFloats(x: number, y: number, z: number, w: number): boolean;
- /**
- * Multiplies in place the current Vector4 by the given one.
- * @param otherVector vector to multiple with
- * @returns the updated Vector4.
- */
- multiplyInPlace(otherVector: Vector4): Vector4;
- /**
- * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
- * @param otherVector vector to multiple with
- * @returns resulting new vector
- */
- multiply(otherVector: Vector4): Vector4;
- /**
- * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
- * @param otherVector vector to multiple with
- * @param result vector to store the result
- * @returns the current Vector4.
- */
- multiplyToRef(otherVector: Vector4, result: Vector4): Vector4;
- /**
- * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
- * @param x x value multiply with
- * @param y y value multiply with
- * @param z z value multiply with
- * @param w w value multiply with
- * @returns resulting new vector
- */
- multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
- /**
- * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
- * @param otherVector vector to devide with
- * @returns resulting new vector
- */
- divide(otherVector: Vector4): Vector4;
- /**
- * Updates the given vector "result" with the division result of the current Vector4 by the given one.
- * @param otherVector vector to devide with
- * @param result vector to store the result
- * @returns the current Vector4.
- */
- divideToRef(otherVector: Vector4, result: Vector4): Vector4;
- /**
- * Divides the current Vector3 coordinates by the given ones.
- * @param otherVector vector to devide with
- * @returns the updated Vector3.
- */
- divideInPlace(otherVector: Vector4): Vector4;
- /**
- * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
- * @param other defines the second operand
- * @returns the current updated Vector4
- */
- minimizeInPlace(other: Vector4): Vector4;
- /**
- * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
- * @param other defines the second operand
- * @returns the current updated Vector4
- */
- maximizeInPlace(other: Vector4): Vector4;
- /**
- * Gets a new Vector4 from current Vector4 floored values
- * @returns a new Vector4
- */
- floor(): Vector4;
- /**
- * Gets a new Vector4 from current Vector3 floored values
- * @returns a new Vector4
- */
- fract(): Vector4;
- /**
- * Returns the Vector4 length (float).
- * @returns the length
- */
- length(): number;
- /**
- * Returns the Vector4 squared length (float).
- * @returns the length squared
- */
- lengthSquared(): number;
- /**
- * Normalizes in place the Vector4.
- * @returns the updated Vector4.
- */
- normalize(): Vector4;
- /**
- * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
- * @returns this converted to a new vector3
- */
- toVector3(): Vector3;
- /**
- * Returns a new Vector4 copied from the current one.
- * @returns the new cloned vector
- */
- clone(): Vector4;
- /**
- * Updates the current Vector4 with the given one coordinates.
- * @param source the source vector to copy from
- * @returns the updated Vector4.
- */
- copyFrom(source: Vector4): Vector4;
- /**
- * Updates the current Vector4 coordinates with the given floats.
- * @param x float to copy from
- * @param y float to copy from
- * @param z float to copy from
- * @param w float to copy from
- * @returns the updated Vector4.
- */
- copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
- /**
- * Updates the current Vector4 coordinates with the given floats.
- * @param x float to set from
- * @param y float to set from
- * @param z float to set from
- * @param w float to set from
- * @returns the updated Vector4.
- */
- set(x: number, y: number, z: number, w: number): Vector4;
- /**
- * Returns a new Vector4 set from the starting index of the given array.
- * @param array the array to pull values from
- * @param offset the offset into the array to start at
- * @returns the new vector
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Vector4;
- /**
- * Updates the given vector "result" from the starting index of the given array.
- * @param array the array to pull values from
- * @param offset the offset into the array to start at
- * @param result the vector to store the result in
- */
- static FromArrayToRef(array: ArrayLike<number>, offset: number, result: Vector4): void;
- /**
- * Updates the given vector "result" from the starting index of the given Float32Array.
- * @param array the array to pull values from
- * @param offset the offset into the array to start at
- * @param result the vector to store the result in
- */
- static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void;
- /**
- * Updates the given vector "result" coordinates from the given floats.
- * @param x float to set from
- * @param y float to set from
- * @param z float to set from
- * @param w float to set from
- * @param result the vector to the floats in
- */
- static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
- /**
- * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
- * @returns the new vector
- */
- static Zero(): Vector4;
- /**
- * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
- * @returns the new vector
- */
- static One(): Vector4;
- /**
- * Returns a new normalized Vector4 from the given one.
- * @param vector the vector to normalize
- * @returns the vector
- */
- static Normalize(vector: Vector4): Vector4;
- /**
- * Updates the given vector "result" from the normalization of the given one.
- * @param vector the vector to normalize
- * @param result the vector to store the result in
- */
- static NormalizeToRef(vector: Vector4, result: Vector4): void;
- /**
- * Returns a vector with the minimum values from the left and right vectors
- * @param left left vector to minimize
- * @param right right vector to minimize
- * @returns a new vector with the minimum of the left and right vector values
- */
- static Minimize(left: Vector4, right: Vector4): Vector4;
- /**
- * Returns a vector with the maximum values from the left and right vectors
- * @param left left vector to maximize
- * @param right right vector to maximize
- * @returns a new vector with the maximum of the left and right vector values
- */
- static Maximize(left: Vector4, right: Vector4): Vector4;
- /**
- * Returns the distance (float) between the vectors "value1" and "value2".
- * @param value1 value to calulate the distance between
- * @param value2 value to calulate the distance between
- * @return the distance between the two vectors
- */
- static Distance(value1: Vector4, value2: Vector4): number;
- /**
- * Returns the squared distance (float) between the vectors "value1" and "value2".
- * @param value1 value to calulate the distance between
- * @param value2 value to calulate the distance between
- * @return the distance between the two vectors squared
- */
- static DistanceSquared(value1: Vector4, value2: Vector4): number;
- /**
- * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
- * @param value1 value to calulate the center between
- * @param value2 value to calulate the center between
- * @return the center between the two vectors
- */
- static Center(value1: Vector4, value2: Vector4): Vector4;
- /**
- * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
- * This methods computes transformed normalized direction vectors only.
- * @param vector the vector to transform
- * @param transformation the transformation matrix to apply
- * @returns the new vector
- */
- static TransformNormal(vector: Vector4, transformation: Matrix): Vector4;
- /**
- * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
- * This methods computes transformed normalized direction vectors only.
- * @param vector the vector to transform
- * @param transformation the transformation matrix to apply
- * @param result the vector to store the result in
- */
- static TransformNormalToRef(vector: Vector4, transformation: Matrix, result: Vector4): void;
- /**
- * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
- * This methods computes transformed normalized direction vectors only.
- * @param x value to transform
- * @param y value to transform
- * @param z value to transform
- * @param w value to transform
- * @param transformation the transformation matrix to apply
- * @param result the vector to store the results in
- */
- static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: Matrix, result: Vector4): void;
- }
- /**
- * Interface for the size containing width and height
- */
- interface ISize {
- /**
- * Width
- */
- width: number;
- /**
- * Heighht
- */
- height: number;
- }
- /**
- * Size containing widht and height
- */
- class Size implements ISize {
- /**
- * Width
- */
- width: number;
- /**
- * Height
- */
- height: number;
- /**
- * Creates a Size object from the given width and height (floats).
- * @param width width of the new size
- * @param height height of the new size
- */
- constructor(width: number, height: number);
- /**
- * Returns a string with the Size width and height
- * @returns a string with the Size width and height
- */
- toString(): string;
- /**
- * "Size"
- * @returns the string "Size"
- */
- getClassName(): string;
- /**
- * Returns the Size hash code.
- * @returns a hash code for a unique width and height
- */
- getHashCode(): number;
- /**
- * Updates the current size from the given one.
- * @param src the given size
- */
- copyFrom(src: Size): void;
- /**
- * Updates in place the current Size from the given floats.
- * @param width width of the new size
- * @param height height of the new size
- * @returns the updated Size.
- */
- copyFromFloats(width: number, height: number): Size;
- /**
- * Updates in place the current Size from the given floats.
- * @param width width to set
- * @param height height to set
- * @returns the updated Size.
- */
- set(width: number, height: number): Size;
- /**
- * Multiplies the width and height by numbers
- * @param w factor to multiple the width by
- * @param h factor to multiple the height by
- * @returns a new Size set with the multiplication result of the current Size and the given floats.
- */
- multiplyByFloats(w: number, h: number): Size;
- /**
- * Clones the size
- * @returns a new Size copied from the given one.
- */
- clone(): Size;
- /**
- * True if the current Size and the given one width and height are strictly equal.
- * @param other the other size to compare against
- * @returns True if the current Size and the given one width and height are strictly equal.
- */
- equals(other: Size): boolean;
- /**
- * The surface of the Size : width * height (float).
- */
- readonly surface: number;
- /**
- * Create a new size of zero
- * @returns a new Size set to (0.0, 0.0)
- */
- static Zero(): Size;
- /**
- * Sums the width and height of two sizes
- * @param otherSize size to add to this size
- * @returns a new Size set as the addition result of the current Size and the given one.
- */
- add(otherSize: Size): Size;
- /**
- * Subtracts the width and height of two
- * @param otherSize size to subtract to this size
- * @returns a new Size set as the subtraction result of the given one from the current Size.
- */
- subtract(otherSize: Size): Size;
- /**
- * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
- * @param start starting size to lerp between
- * @param end end size to lerp between
- * @param amount amount to lerp between the start and end values
- * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
- */
- static Lerp(start: Size, end: Size, amount: number): Size;
- }
- /**
- * Class used to store quaternion data
- * @see https://en.wikipedia.org/wiki/Quaternion
- * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
- */
- class Quaternion {
- /** defines the first component (0 by default) */
- x: number;
- /** defines the second component (0 by default) */
- y: number;
- /** defines the third component (0 by default) */
- z: number;
- /** defines the fourth component (1.0 by default) */
- w: number;
- /**
- * Creates a new Quaternion from the given floats
- * @param x defines the first component (0 by default)
- * @param y defines the second component (0 by default)
- * @param z defines the third component (0 by default)
- * @param w defines the fourth component (1.0 by default)
- */
- constructor(
- /** defines the first component (0 by default) */
- x?: number,
- /** defines the second component (0 by default) */
- y?: number,
- /** defines the third component (0 by default) */
- z?: number,
- /** defines the fourth component (1.0 by default) */
- w?: number);
- /**
- * Gets a string representation for the current quaternion
- * @returns a string with the Quaternion coordinates
- */
- toString(): string;
- /**
- * Gets the class name of the quaternion
- * @returns the string "Quaternion"
- */
- getClassName(): string;
- /**
- * Gets a hash code for this quaternion
- * @returns the quaternion hash code
- */
- getHashCode(): number;
- /**
- * Copy the quaternion to an array
- * @returns a new array populated with 4 elements from the quaternion coordinates
- */
- asArray(): number[];
- /**
- * Check if two quaternions are equals
- * @param otherQuaternion defines the second operand
- * @return true if the current quaternion and the given one coordinates are strictly equals
- */
- equals(otherQuaternion: Quaternion): boolean;
- /**
- * Clone the current quaternion
- * @returns a new quaternion copied from the current one
- */
- clone(): Quaternion;
- /**
- * Copy a quaternion to the current one
- * @param other defines the other quaternion
- * @returns the updated current quaternion
- */
- copyFrom(other: Quaternion): Quaternion;
- /**
- * Updates the current quaternion with the given float coordinates
- * @param x defines the x coordinate
- * @param y defines the y coordinate
- * @param z defines the z coordinate
- * @param w defines the w coordinate
- * @returns the updated current quaternion
- */
- copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
- /**
- * Updates the current quaternion from the given float coordinates
- * @param x defines the x coordinate
- * @param y defines the y coordinate
- * @param z defines the z coordinate
- * @param w defines the w coordinate
- * @returns the updated current quaternion
- */
- set(x: number, y: number, z: number, w: number): Quaternion;
- /**
- * Adds two quaternions
- * @param other defines the second operand
- * @returns a new quaternion as the addition result of the given one and the current quaternion
- */
- add(other: Quaternion): Quaternion;
- /**
- * Add a quaternion to the current one
- * @param other defines the quaternion to add
- * @returns the current quaternion
- */
- addInPlace(other: Quaternion): Quaternion;
- /**
- * Subtract two quaternions
- * @param other defines the second operand
- * @returns a new quaternion as the subtraction result of the given one from the current one
- */
- subtract(other: Quaternion): Quaternion;
- /**
- * Multiplies the current quaternion by a scale factor
- * @param value defines the scale factor
- * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
- */
- scale(value: number): Quaternion;
- /**
- * Scale the current quaternion values by a factor and stores the result to a given quaternion
- * @param scale defines the scale factor
- * @param result defines the Quaternion object where to store the result
- * @returns the unmodified current quaternion
- */
- scaleToRef(scale: number, result: Quaternion): Quaternion;
- /**
- * Multiplies in place the current quaternion by a scale factor
- * @param value defines the scale factor
- * @returns the current modified quaternion
- */
- scaleInPlace(value: number): Quaternion;
- /**
- * Scale the current quaternion values by a factor and add the result to a given quaternion
- * @param scale defines the scale factor
- * @param result defines the Quaternion object where to store the result
- * @returns the unmodified current quaternion
- */
- scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
- /**
- * Multiplies two quaternions
- * @param q1 defines the second operand
- * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
- */
- multiply(q1: Quaternion): Quaternion;
- /**
- * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
- * @param q1 defines the second operand
- * @param result defines the target quaternion
- * @returns the current quaternion
- */
- multiplyToRef(q1: Quaternion, result: Quaternion): Quaternion;
- /**
- * Updates the current quaternion with the multiplication of itself with the given one "q1"
- * @param q1 defines the second operand
- * @returns the currentupdated quaternion
- */
- multiplyInPlace(q1: Quaternion): Quaternion;
- /**
- * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
- * @param ref defines the target quaternion
- * @returns the current quaternion
- */
- conjugateToRef(ref: Quaternion): Quaternion;
- /**
- * Conjugates in place (1-q) the current quaternion
- * @returns the current updated quaternion
- */
- conjugateInPlace(): Quaternion;
- /**
- * Conjugates in place (1-q) the current quaternion
- * @returns a new quaternion
- */
- conjugate(): Quaternion;
- /**
- * Gets length of current quaternion
- * @returns the quaternion length (float)
- */
- length(): number;
- /**
- * Normalize in place the current quaternion
- * @returns the current updated quaternion
- */
- normalize(): Quaternion;
- /**
- * Returns a new Vector3 set with the Euler angles translated from the current quaternion
- * @param order is a reserved parameter and is ignore for now
- * @returns a new Vector3 containing the Euler angles
- */
- toEulerAngles(order?: string): Vector3;
- /**
- * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
- * @param result defines the vector which will be filled with the Euler angles
- * @param order is a reserved parameter and is ignore for now
- * @returns the current unchanged quaternion
- */
- toEulerAnglesToRef(result: Vector3, order?: string): Quaternion;
- /**
- * Updates the given rotation matrix with the current quaternion values
- * @param result defines the target matrix
- * @returns the current unchanged quaternion
- */
- toRotationMatrix(result: Matrix): Quaternion;
- /**
- * Updates the current quaternion from the given rotation matrix values
- * @param matrix defines the source matrix
- * @returns the current updated quaternion
- */
- fromRotationMatrix(matrix: Matrix): Quaternion;
- /**
- * Creates a new quaternion from a rotation matrix
- * @param matrix defines the source matrix
- * @returns a new quaternion created from the given rotation matrix values
- */
- static FromRotationMatrix(matrix: Matrix): Quaternion;
- /**
- * Updates the given quaternion with the given rotation matrix values
- * @param matrix defines the source matrix
- * @param result defines the target quaternion
- */
- static FromRotationMatrixToRef(matrix: Matrix, result: Quaternion): void;
- /**
- * Returns the dot product (float) between the quaternions "left" and "right"
- * @param left defines the left operand
- * @param right defines the right operand
- * @returns the dot product
- */
- static Dot(left: Quaternion, right: Quaternion): number;
- /**
- * Checks if the two quaternions are close to each other
- * @param quat0 defines the first quaternion to check
- * @param quat1 defines the second quaternion to check
- * @returns true if the two quaternions are close to each other
- */
- static AreClose(quat0: Quaternion, quat1: Quaternion): boolean;
- /**
- * Creates an empty quaternion
- * @returns a new quaternion set to (0.0, 0.0, 0.0)
- */
- static Zero(): Quaternion;
- /**
- * Inverse a given quaternion
- * @param q defines the source quaternion
- * @returns a new quaternion as the inverted current quaternion
- */
- static Inverse(q: Quaternion): Quaternion;
- /**
- * Creates an identity quaternion
- * @returns the identity quaternion
- */
- static Identity(): Quaternion;
- /**
- * Gets a boolean indicating if the given quaternion is identity
- * @param quaternion defines the quaternion to check
- * @returns true if the quaternion is identity
- */
- static IsIdentity(quaternion: Quaternion): boolean;
- /**
- * Creates a quaternion from a rotation around an axis
- * @param axis defines the axis to use
- * @param angle defines the angle to use
- * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
- */
- static RotationAxis(axis: Vector3, angle: number): Quaternion;
- /**
- * Creates a rotation around an axis and stores it into the given quaternion
- * @param axis defines the axis to use
- * @param angle defines the angle to use
- * @param result defines the target quaternion
- * @returns the target quaternion
- */
- static RotationAxisToRef(axis: Vector3, angle: number, result: Quaternion): Quaternion;
- /**
- * Creates a new quaternion from data stored into an array
- * @param array defines the data source
- * @param offset defines the offset in the source array where the data starts
- * @returns a new quaternion
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Quaternion;
- /**
- * Creates a new quaternion from the given Euler float angles (y, x, z)
- * @param yaw defines the rotation around Y axis
- * @param pitch defines the rotation around X axis
- * @param roll defines the rotation around Z axis
- * @returns the new quaternion
- */
- static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
- /**
- * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
- * @param yaw defines the rotation around Y axis
- * @param pitch defines the rotation around X axis
- * @param roll defines the rotation around Z axis
- * @param result defines the target quaternion
- */
- static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
- /**
- * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
- * @param alpha defines the rotation around first axis
- * @param beta defines the rotation around second axis
- * @param gamma defines the rotation around third axis
- * @returns the new quaternion
- */
- static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
- /**
- * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
- * @param alpha defines the rotation around first axis
- * @param beta defines the rotation around second axis
- * @param gamma defines the rotation around third axis
- * @param result defines the target quaternion
- */
- static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
- /**
- * Creates a new quaternion containing the rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation)
- * @param axis1 defines the first axis
- * @param axis2 defines the second axis
- * @param axis3 defines the third axis
- * @returns the new quaternion
- */
- static RotationQuaternionFromAxis(axis1: Vector3, axis2: Vector3, axis3: Vector3): Quaternion;
- /**
- * Creates a rotation value to reach the target (axis1, axis2, axis3) orientation as a rotated XYZ system (axis1, axis2 and axis3 are normalized during this operation) and stores it in the target quaternion
- * @param axis1 defines the first axis
- * @param axis2 defines the second axis
- * @param axis3 defines the third axis
- * @param ref defines the target quaternion
- */
- static RotationQuaternionFromAxisToRef(axis1: Vector3, axis2: Vector3, axis3: Vector3, ref: Quaternion): void;
- /**
- * Interpolates between two quaternions
- * @param left defines first quaternion
- * @param right defines second quaternion
- * @param amount defines the gradient to use
- * @returns the new interpolated quaternion
- */
- static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion;
- /**
- * Interpolates between two quaternions and stores it into a target quaternion
- * @param left defines first quaternion
- * @param right defines second quaternion
- * @param amount defines the gradient to use
- * @param result defines the target quaternion
- */
- static SlerpToRef(left: Quaternion, right: Quaternion, amount: number, result: Quaternion): void;
- /**
- * Interpolate between two quaternions using Hermite interpolation
- * @param value1 defines first quaternion
- * @param tangent1 defines the incoming tangent
- * @param value2 defines second quaternion
- * @param tangent2 defines the outgoing tangent
- * @param amount defines the target quaternion
- * @returns the new interpolated quaternion
- */
- static Hermite(value1: Quaternion, tangent1: Quaternion, value2: Quaternion, tangent2: Quaternion, amount: number): Quaternion;
- }
- /**
- * Class used to store matrix data (4x4)
- */
- class Matrix {
- private static _tempQuaternion;
- private static _xAxis;
- private static _yAxis;
- private static _zAxis;
- private static _updateFlagSeed;
- private static _identityReadOnly;
- private _isIdentity;
- private _isIdentityDirty;
- /**
- * Gets the update flag of the matrix which is an unique number for the matrix.
- * It will be incremented every time the matrix data change.
- * You can use it to speed the comparison between two versions of the same matrix.
- */
- updateFlag: number;
- /**
- * Gets or sets the internal data of the matrix
- */
- m: Float32Array;
- /** @hidden */
- _markAsUpdated(): void;
- /**
- * Creates an empty matrix (filled with zeros)
- */
- constructor();
- /**
- * Check if the current matrix is indentity
- * @param considerAsTextureMatrix defines if the current matrix must be considered as a texture matrix (3x2)
- * @returns true is the matrix is the identity matrix
- */
- isIdentity(considerAsTextureMatrix?: boolean): boolean;
- /**
- * Gets the determinant of the matrix
- * @returns the matrix determinant
- */
- determinant(): number;
- /**
- * Returns the matrix as a Float32Array
- * @returns the matrix underlying array
- */
- toArray(): Float32Array;
- /**
- * Returns the matrix as a Float32Array
- * @returns the matrix underlying array.
- */
- asArray(): Float32Array;
- /**
- * Inverts the current matrix in place
- * @returns the current inverted matrix
- */
- invert(): Matrix;
- /**
- * Sets all the matrix elements to zero
- * @returns the current matrix
- */
- reset(): Matrix;
- /**
- * Adds the current matrix with a second one
- * @param other defines the matrix to add
- * @returns a new matrix as the addition of the current matrix and the given one
- */
- add(other: Matrix): Matrix;
- /**
- * Sets the given matrix "result" to the addition of the current matrix and the given one
- * @param other defines the matrix to add
- * @param result defines the target matrix
- * @returns the current matrix
- */
- addToRef(other: Matrix, result: Matrix): Matrix;
- /**
- * Adds in place the given matrix to the current matrix
- * @param other defines the second operand
- * @returns the current updated matrix
- */
- addToSelf(other: Matrix): Matrix;
- /**
- * Sets the given matrix to the current inverted Matrix
- * @param other defines the target matrix
- * @returns the unmodified current matrix
- */
- invertToRef(other: Matrix): Matrix;
- /**
- * Inserts the translation vector (using 3 floats) in the current matrix
- * @param x defines the 1st component of the translation
- * @param y defines the 2nd component of the translation
- * @param z defines the 3rd component of the translation
- * @returns the current updated matrix
- */
- setTranslationFromFloats(x: number, y: number, z: number): Matrix;
- /**
- * Inserts the translation vector in the current matrix
- * @param vector3 defines the translation to insert
- * @returns the current updated matrix
- */
- setTranslation(vector3: Vector3): Matrix;
- /**
- * Gets the translation value of the current matrix
- * @returns a new Vector3 as the extracted translation from the matrix
- */
- getTranslation(): Vector3;
- /**
- * Fill a Vector3 with the extracted translation from the matrix
- * @param result defines the Vector3 where to store the translation
- * @returns the current matrix
- */
- getTranslationToRef(result: Vector3): Matrix;
- /**
- * Remove rotation and scaling part from the matrix
- * @returns the updated matrix
- */
- removeRotationAndScaling(): Matrix;
- /**
- * Multiply two matrices
- * @param other defines the second operand
- * @returns a new matrix set with the multiplication result of the current Matrix and the given one
- */
- multiply(other: Matrix): Matrix;
- /**
- * Copy the current matrix from the given one
- * @param other defines the source matrix
- * @returns the current updated matrix
- */
- copyFrom(other: Matrix): Matrix;
- /**
- * Populates the given array from the starting index with the current matrix values
- * @param array defines the target array
- * @param offset defines the offset in the target array where to start storing values
- * @returns the current matrix
- */
- copyToArray(array: Float32Array, offset?: number): Matrix;
- /**
- * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
- * @param other defines the second operand
- * @param result defines the matrix where to store the multiplication
- * @returns the current matrix
- */
- multiplyToRef(other: Matrix, result: Matrix): Matrix;
- /**
- * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
- * @param other defines the second operand
- * @param result defines the array where to store the multiplication
- * @param offset defines the offset in the target array where to start storing values
- * @returns the current matrix
- */
- multiplyToArray(other: Matrix, result: Float32Array, offset: number): Matrix;
- /**
- * Check equality between this matrix and a second one
- * @param value defines the second matrix to compare
- * @returns true is the current matrix and the given one values are strictly equal
- */
- equals(value: Matrix): boolean;
- /**
- * Clone the current matrix
- * @returns a new matrix from the current matrix
- */
- clone(): Matrix;
- /**
- * Returns the name of the current matrix class
- * @returns the string "Matrix"
- */
- getClassName(): string;
- /**
- * Gets the hash code of the current matrix
- * @returns the hash code
- */
- getHashCode(): number;
- /**
- * Decomposes the current Matrix into a translation, rotation and scaling components
- * @param scale defines the scale vector3 given as a reference to update
- * @param rotation defines the rotation quaternion given as a reference to update
- * @param translation defines the translation vector3 given as a reference to update
- * @returns true if operation was successful
- */
- decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
- /**
- * Gets specific row of the matrix
- * @param index defines the number of the row to get
- * @returns the index-th row of the current matrix as a new Vector4
- */
- getRow(index: number): Nullable<Vector4>;
- /**
- * Sets the index-th row of the current matrix to the vector4 values
- * @param index defines the number of the row to set
- * @param row defines the target vector4
- * @returns the updated current matrix
- */
- setRow(index: number, row: Vector4): Matrix;
- /**
- * Compute the transpose of the matrix
- * @returns the new transposed matrix
- */
- transpose(): Matrix;
- /**
- * Compute the transpose of the matrix and store it in a given matrix
- * @param result defines the target matrix
- * @returns the current matrix
- */
- transposeToRef(result: Matrix): Matrix;
- /**
- * Sets the index-th row of the current matrix with the given 4 x float values
- * @param index defines the row index
- * @param x defines the x component to set
- * @param y defines the y component to set
- * @param z defines the z component to set
- * @param w defines the w component to set
- * @returns the updated current matrix
- */
- setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
- /**
- * Compute a new matrix set with the current matrix values multiplied by scale (float)
- * @param scale defines the scale factor
- * @returns a new matrix
- */
- scale(scale: number): Matrix;
- /**
- * Scale the current matrix values by a factor to a given result matrix
- * @param scale defines the scale factor
- * @param result defines the matrix to store the result
- * @returns the current matrix
- */
- scaleToRef(scale: number, result: Matrix): Matrix;
- /**
- * Scale the current matrix values by a factor and add the result to a given matrix
- * @param scale defines the scale factor
- * @param result defines the Matrix to store the result
- * @returns the current matrix
- */
- scaleAndAddToRef(scale: number, result: Matrix): Matrix;
- /**
- * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
- * @param ref matrix to store the result
- */
- toNormalMatrix(ref: Matrix): void;
- /**
- * Gets only rotation part of the current matrix
- * @returns a new matrix sets to the extracted rotation matrix from the current one
- */
- getRotationMatrix(): Matrix;
- /**
- * Extracts the rotation matrix from the current one and sets it as the given "result"
- * @param result defines the target matrix to store data to
- * @returns the current matrix
- */
- getRotationMatrixToRef(result: Matrix): Matrix;
- /**
- * Creates a matrix from an array
- * @param array defines the source array
- * @param offset defines an offset in the source array
- * @returns a new Matrix set from the starting index of the given array
- */
- static FromArray(array: ArrayLike<number>, offset?: number): Matrix;
- /**
- * Copy the content of an array into a given matrix
- * @param array defines the source array
- * @param offset defines an offset in the source array
- * @param result defines the target matrix
- */
- static FromArrayToRef(array: ArrayLike<number>, offset: number, result: Matrix): void;
- /**
- * Stores an array into a matrix after having multiplied each component by a given factor
- * @param array defines the source array
- * @param offset defines the offset in the source array
- * @param scale defines the scaling factor
- * @param result defines the target matrix
- */
- static FromFloat32ArrayToRefScaled(array: Float32Array, offset: number, scale: number, result: Matrix): void;
- /**
- * Stores a list of values (16) inside a given matrix
- * @param initialM11 defines 1st value of 1st row
- * @param initialM12 defines 2nd value of 1st row
- * @param initialM13 defines 3rd value of 1st row
- * @param initialM14 defines 4th value of 1st row
- * @param initialM21 defines 1st value of 2nd row
- * @param initialM22 defines 2nd value of 2nd row
- * @param initialM23 defines 3rd value of 2nd row
- * @param initialM24 defines 4th value of 2nd row
- * @param initialM31 defines 1st value of 3rd row
- * @param initialM32 defines 2nd value of 3rd row
- * @param initialM33 defines 3rd value of 3rd row
- * @param initialM34 defines 4th value of 3rd row
- * @param initialM41 defines 1st value of 4th row
- * @param initialM42 defines 2nd value of 4th row
- * @param initialM43 defines 3rd value of 4th row
- * @param initialM44 defines 4th value of 4th row
- * @param result defines the target matrix
- */
- 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;
- /**
- * Gets an identity matrix that must not be updated
- */
- static readonly IdentityReadOnly: Matrix;
- /**
- * Creates new matrix from a list of values (16)
- * @param initialM11 defines 1st value of 1st row
- * @param initialM12 defines 2nd value of 1st row
- * @param initialM13 defines 3rd value of 1st row
- * @param initialM14 defines 4th value of 1st row
- * @param initialM21 defines 1st value of 2nd row
- * @param initialM22 defines 2nd value of 2nd row
- * @param initialM23 defines 3rd value of 2nd row
- * @param initialM24 defines 4th value of 2nd row
- * @param initialM31 defines 1st value of 3rd row
- * @param initialM32 defines 2nd value of 3rd row
- * @param initialM33 defines 3rd value of 3rd row
- * @param initialM34 defines 4th value of 3rd row
- * @param initialM41 defines 1st value of 4th row
- * @param initialM42 defines 2nd value of 4th row
- * @param initialM43 defines 3rd value of 4th row
- * @param initialM44 defines 4th value of 4th row
- * @returns the new matrix
- */
- 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;
- /**
- * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
- * @param scale defines the scale vector3
- * @param rotation defines the rotation quaternion
- * @param translation defines the translation vector3
- * @returns a new matrix
- */
- static Compose(scale: Vector3, rotation: Quaternion, translation: Vector3): Matrix;
- /**
- * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
- * @param scale defines the scale vector3
- * @param rotation defines the rotation quaternion
- * @param translation defines the translation vector3
- * @param result defines the target matrix
- */
- static ComposeToRef(scale: Vector3, rotation: Quaternion, translation: Vector3, result: Matrix): void;
- /**
- * Creates a new identity matrix
- * @returns a new identity matrix
- */
- static Identity(): Matrix;
- /**
- * Creates a new identity matrix and stores the result in a given matrix
- * @param result defines the target matrix
- */
- static IdentityToRef(result: Matrix): void;
- /**
- * Creates a new zero matrix
- * @returns a new zero matrix
- */
- static Zero(): Matrix;
- /**
- * Creates a new rotation matrix for "angle" radians around the X axis
- * @param angle defines the angle (in radians) to use
- * @return the new matrix
- */
- static RotationX(angle: number): Matrix;
- /**
- * Creates a new matrix as the invert of a given matrix
- * @param source defines the source matrix
- * @returns the new matrix
- */
- static Invert(source: Matrix): Matrix;
- /**
- * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
- * @param angle defines the angle (in radians) to use
- * @param result defines the target matrix
- */
- static RotationXToRef(angle: number, result: Matrix): void;
- /**
- * Creates a new rotation matrix for "angle" radians around the Y axis
- * @param angle defines the angle (in radians) to use
- * @return the new matrix
- */
- static RotationY(angle: number): Matrix;
- /**
- * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
- * @param angle defines the angle (in radians) to use
- * @param result defines the target matrix
- */
- static RotationYToRef(angle: number, result: Matrix): void;
- /**
- * Creates a new rotation matrix for "angle" radians around the Z axis
- * @param angle defines the angle (in radians) to use
- * @return the new matrix
- */
- static RotationZ(angle: number): Matrix;
- /**
- * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
- * @param angle defines the angle (in radians) to use
- * @param result defines the target matrix
- */
- static RotationZToRef(angle: number, result: Matrix): void;
- /**
- * Creates a new rotation matrix for "angle" radians around the given axis
- * @param axis defines the axis to use
- * @param angle defines the angle (in radians) to use
- * @return the new matrix
- */
- static RotationAxis(axis: Vector3, angle: number): Matrix;
- /**
- * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
- * @param axis defines the axis to use
- * @param angle defines the angle (in radians) to use
- * @param result defines the target matrix
- */
- static RotationAxisToRef(axis: Vector3, angle: number, result: Matrix): void;
- /**
- * Creates a rotation matrix
- * @param yaw defines the yaw angle in radians (Y axis)
- * @param pitch defines the pitch angle in radians (X axis)
- * @param roll defines the roll angle in radians (X axis)
- * @returns the new rotation matrix
- */
- static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
- /**
- * Creates a rotation matrix and stores it in a given matrix
- * @param yaw defines the yaw angle in radians (Y axis)
- * @param pitch defines the pitch angle in radians (X axis)
- * @param roll defines the roll angle in radians (X axis)
- * @param result defines the target matrix
- */
- static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
- /**
- * Creates a scaling matrix
- * @param x defines the scale factor on X axis
- * @param y defines the scale factor on Y axis
- * @param z defines the scale factor on Z axis
- * @returns the new matrix
- */
- static Scaling(x: number, y: number, z: number): Matrix;
- /**
- * Creates a scaling matrix and stores it in a given matrix
- * @param x defines the scale factor on X axis
- * @param y defines the scale factor on Y axis
- * @param z defines the scale factor on Z axis
- * @param result defines the target matrix
- */
- static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
- /**
- * Creates a translation matrix
- * @param x defines the translation on X axis
- * @param y defines the translation on Y axis
- * @param z defines the translationon Z axis
- * @returns the new matrix
- */
- static Translation(x: number, y: number, z: number): Matrix;
- /**
- * Creates a translation matrix and stores it in a given matrix
- * @param x defines the translation on X axis
- * @param y defines the translation on Y axis
- * @param z defines the translationon Z axis
- * @param result defines the target matrix
- */
- static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
- /**
- * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
- * @param startValue defines the start value
- * @param endValue defines the end value
- * @param gradient defines the gradient factor
- * @returns the new matrix
- */
- static Lerp(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
- /**
- * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
- * @param startValue defines the start value
- * @param endValue defines the end value
- * @param gradient defines the gradient factor
- * @param result defines the Matrix object where to store data
- */
- static LerpToRef(startValue: Matrix, endValue: Matrix, gradient: number, result: Matrix): void;
- /**
- * Builds a new matrix whose values are computed by:
- * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
- * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
- * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
- * @param startValue defines the first matrix
- * @param endValue defines the second matrix
- * @param gradient defines the gradient between the two matrices
- * @returns the new matrix
- */
- static DecomposeLerp(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
- /**
- * Update a matrix to values which are computed by:
- * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
- * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
- * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
- * @param startValue defines the first matrix
- * @param endValue defines the second matrix
- * @param gradient defines the gradient between the two matrices
- * @param result defines the target matrix
- */
- static DecomposeLerpToRef(startValue: Matrix, endValue: Matrix, gradient: number, result: Matrix): void;
- /**
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
- * This function works in left handed mode
- * @param eye defines the final position of the entity
- * @param target defines where the entity should look at
- * @param up defines the up vector for the entity
- * @returns the new matrix
- */
- static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
- /**
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
- * This function works in left handed mode
- * @param eye defines the final position of the entity
- * @param target defines where the entity should look at
- * @param up defines the up vector for the entity
- * @param result defines the target matrix
- */
- static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
- /**
- * Gets a new rotation matrix used to rotate an entity so as it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up"
- * This function works in right handed mode
- * @param eye defines the final position of the entity
- * @param target defines where the entity should look at
- * @param up defines the up vector for the entity
- * @returns the new matrix
- */
- static LookAtRH(eye: Vector3, target: Vector3, up: Vector3): Matrix;
- /**
- * Sets the given "result" Matrix to a rotation matrix used to rotate an entity so that it looks at the target vector3, from the eye vector3 position, the up vector3 being oriented like "up".
- * This function works in right handed mode
- * @param eye defines the final position of the entity
- * @param target defines where the entity should look at
- * @param up defines the up vector for the entity
- * @param result defines the target matrix
- */
- static LookAtRHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void;
- /**
- * Create a left-handed orthographic projection matrix
- * @param width defines the viewport width
- * @param height defines the viewport height
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a left-handed orthographic projection matrix
- */
- static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
- /**
- * Store a left-handed orthographic projection to a given matrix
- * @param width defines the viewport width
- * @param height defines the viewport height
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- */
- static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
- /**
- * Create a left-handed orthographic projection matrix
- * @param left defines the viewport left coordinate
- * @param right defines the viewport right coordinate
- * @param bottom defines the viewport bottom coordinate
- * @param top defines the viewport top coordinate
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a left-handed orthographic projection matrix
- */
- static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
- /**
- * Stores a left-handed orthographic projection into a given matrix
- * @param left defines the viewport left coordinate
- * @param right defines the viewport right coordinate
- * @param bottom defines the viewport bottom coordinate
- * @param top defines the viewport top coordinate
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- */
- static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
- /**
- * Creates a right-handed orthographic projection matrix
- * @param left defines the viewport left coordinate
- * @param right defines the viewport right coordinate
- * @param bottom defines the viewport bottom coordinate
- * @param top defines the viewport top coordinate
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a right-handed orthographic projection matrix
- */
- static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
- /**
- * Stores a right-handed orthographic projection into a given matrix
- * @param left defines the viewport left coordinate
- * @param right defines the viewport right coordinate
- * @param bottom defines the viewport bottom coordinate
- * @param top defines the viewport top coordinate
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- */
- static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
- /**
- * Creates a left-handed perspective projection matrix
- * @param width defines the viewport width
- * @param height defines the viewport height
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a left-handed perspective projection matrix
- */
- static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
- /**
- * Creates a left-handed perspective projection matrix
- * @param fov defines the horizontal field of view
- * @param aspect defines the aspect ratio
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a left-handed perspective projection matrix
- */
- static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
- /**
- * Stores a left-handed perspective projection into a given matrix
- * @param fov defines the horizontal field of view
- * @param aspect defines the aspect ratio
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
- */
- static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
- /**
- * Creates a right-handed perspective projection matrix
- * @param fov defines the horizontal field of view
- * @param aspect defines the aspect ratio
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @returns a new matrix as a right-handed perspective projection matrix
- */
- static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
- /**
- * Stores a right-handed perspective projection into a given matrix
- * @param fov defines the horizontal field of view
- * @param aspect defines the aspect ratio
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
- */
- static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
- /**
- * Stores a perspective projection for WebVR info a given matrix
- * @param fov defines the field of view
- * @param znear defines the near clip plane
- * @param zfar defines the far clip plane
- * @param result defines the target matrix
- * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
- */
- static PerspectiveFovWebVRToRef(fov: {
- upDegrees: number;
- downDegrees: number;
- leftDegrees: number;
- rightDegrees: number;
- }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
- /**
- * Computes a complete transformation matrix
- * @param viewport defines the viewport to use
- * @param world defines the world matrix
- * @param view defines the view matrix
- * @param projection defines the projection matrix
- * @param zmin defines the near clip plane
- * @param zmax defines the far clip plane
- * @returns the transformation matrix
- */
- static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix;
- /**
- * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
- * @param matrix defines the matrix to use
- * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
- */
- static GetAsMatrix2x2(matrix: Matrix): Float32Array;
- /**
- * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
- * @param matrix defines the matrix to use
- * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
- */
- static GetAsMatrix3x3(matrix: Matrix): Float32Array;
- /**
- * Compute the transpose of a given matrix
- * @param matrix defines the matrix to transpose
- * @returns the new matrix
- */
- static Transpose(matrix: Matrix): Matrix;
- /**
- * Compute the transpose of a matrix and store it in a target matrix
- * @param matrix defines the matrix to transpose
- * @param result defines the target matrix
- */
- static TransposeToRef(matrix: Matrix, result: Matrix): void;
- /**
- * Computes a reflection matrix from a plane
- * @param plane defines the reflection plane
- * @returns a new matrix
- */
- static Reflection(plane: Plane): Matrix;
- /**
- * Computes a reflection matrix from a plane
- * @param plane defines the reflection plane
- * @param result defines the target matrix
- */
- static ReflectionToRef(plane: Plane, result: Matrix): void;
- /**
- * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
- * @param xaxis defines the value of the 1st axis
- * @param yaxis defines the value of the 2nd axis
- * @param zaxis defines the value of the 3rd axis
- * @param result defines the target matrix
- */
- static FromXYZAxesToRef(xaxis: Vector3, yaxis: Vector3, zaxis: Vector3, result: Matrix): void;
- /**
- * Creates a rotation matrix from a quaternion and stores it in a target matrix
- * @param quat defines the quaternion to use
- * @param result defines the target matrix
- */
- static FromQuaternionToRef(quat: Quaternion, result: Matrix): void;
- }
- /**
- * Represens a plane by the equation ax + by + cz + d = 0
- */
- class Plane {
- /**
- * Normal of the plane (a,b,c)
- */
- normal: Vector3;
- /**
- * d component of the plane
- */
- d: number;
- /**
- * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
- * @param a a component of the plane
- * @param b b component of the plane
- * @param c c component of the plane
- * @param d d component of the plane
- */
- constructor(a: number, b: number, c: number, d: number);
- /**
- * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
- */
- asArray(): number[];
- /**
- * @returns a new plane copied from the current Plane.
- */
- clone(): Plane;
- /**
- * @returns the string "Plane".
- */
- getClassName(): string;
- /**
- * @returns the Plane hash code.
- */
- getHashCode(): number;
- /**
- * Normalize the current Plane in place.
- * @returns the updated Plane.
- */
- normalize(): Plane;
- /**
- * Applies a transformation the plane and returns the result
- * @param transformation the transformation matrix to be applied to the plane
- * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
- */
- transform(transformation: Matrix): Plane;
- /**
- * Calcualtte the dot product between the point and the plane normal
- * @param point point to calculate the dot product with
- * @returns the dot product (float) of the point coordinates and the plane normal.
- */
- dotCoordinate(point: Vector3): number;
- /**
- * Updates the current Plane from the plane defined by the three given points.
- * @param point1 one of the points used to contruct the plane
- * @param point2 one of the points used to contruct the plane
- * @param point3 one of the points used to contruct the plane
- * @returns the updated Plane.
- */
- copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane;
- /**
- * Checks if the plane is facing a given direction
- * @param direction the direction to check if the plane is facing
- * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
- * @returns True is the vector "direction" is the same side than the plane normal.
- */
- isFrontFacingTo(direction: Vector3, epsilon: number): boolean;
- /**
- * Calculates the distance to a point
- * @param point point to calculate distance to
- * @returns the signed distance (float) from the given point to the Plane.
- */
- signedDistanceTo(point: Vector3): number;
- /**
- * Creates a plane from an array
- * @param array the array to create a plane from
- * @returns a new Plane from the given array.
- */
- static FromArray(array: ArrayLike<number>): Plane;
- /**
- * Creates a plane from three points
- * @param point1 point used to create the plane
- * @param point2 point used to create the plane
- * @param point3 point used to create the plane
- * @returns a new Plane defined by the three given points.
- */
- static FromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane;
- /**
- * Creates a plane from an origin point and a normal
- * @param origin origin of the plane to be constructed
- * @param normal normal of the plane to be constructed
- * @returns a new Plane the normal vector to this plane at the given origin point.
- * Note : the vector "normal" is updated because normalized.
- */
- static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane;
- /**
- * Calculates the distance from a plane and a point
- * @param origin origin of the plane to be constructed
- * @param normal normal of the plane to be constructed
- * @param point point to calculate distance to
- * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
- */
- static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number;
- }
- /**
- * Class used to represent a viewport on screen
- */
- class Viewport {
- /** viewport left coordinate */
- x: number;
- /** viewport top coordinate */
- y: number;
- /**viewport width */
- width: number;
- /** viewport height */
- height: number;
- /**
- * Creates a Viewport object located at (x, y) and sized (width, height)
- * @param x defines viewport left coordinate
- * @param y defines viewport top coordinate
- * @param width defines the viewport width
- * @param height defines the viewport height
- */
- constructor(
- /** viewport left coordinate */
- x: number,
- /** viewport top coordinate */
- y: number,
- /**viewport width */
- width: number,
- /** viewport height */
- height: number);
- /**
- * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
- * @param renderWidthOrEngine defines either an engine or the rendering width
- * @param renderHeight defines the rendering height
- * @returns a new Viewport
- */
- toGlobal(renderWidthOrEngine: number | Engine, renderHeight: number): Viewport;
- /**
- * Returns a new Viewport copied from the current one
- * @returns a new Viewport
- */
- clone(): Viewport;
- }
- /**
- * Reprasents a camera frustum
- */
- class Frustum {
- /**
- * Gets the planes representing the frustum
- * @param transform matrix to be applied to the returned planes
- * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
- */
- static GetPlanes(transform: Matrix): Plane[];
- /**
- * Gets the near frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetNearPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Gets the far frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetFarPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Gets the left frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetLeftPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Gets the right frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetRightPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Gets the top frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetTopPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Gets the bottom frustum plane transformed by the transform matrix
- * @param transform transformation matrix to be applied to the resulting frustum plane
- * @param frustumPlane the resuling frustum plane
- */
- static GetBottomPlaneToRef(transform: Matrix, frustumPlane: Plane): void;
- /**
- * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
- * @param transform transformation matrix to be applied to the resulting frustum planes
- * @param frustumPlanes the resuling frustum planes
- */
- static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void;
- }
- /** Defines supported spaces */
- enum Space {
- /** Local (object) space */
- LOCAL = 0,
- /** World space */
- WORLD = 1,
- /** Bone space */
- BONE = 2
- }
- /** Defines the 3 main axes */
- class Axis {
- /** X axis */
- static X: Vector3;
- /** Y axis */
- static Y: Vector3;
- /** Z axis */
- static Z: Vector3;
- }
- /** Class used to represent a Bezier curve */
- class BezierCurve {
- /**
- * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
- * @param t defines the time
- * @param x1 defines the left coordinate on X axis
- * @param y1 defines the left coordinate on Y axis
- * @param x2 defines the right coordinate on X axis
- * @param y2 defines the right coordinate on Y axis
- * @returns the interpolated value
- */
- static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
- }
- /**
- * Defines potential orientation for back face culling
- */
- enum Orientation {
- /**
- * Clockwise
- */
- CW = 0,
- /** Counter clockwise */
- CCW = 1
- }
- /**
- * Defines angle representation
- */
- class Angle {
- private _radians;
- /**
- * Creates an Angle object of "radians" radians (float).
- */
- constructor(radians: number);
- /**
- * Get value in degrees
- * @returns the Angle value in degrees (float)
- */
- degrees(): number;
- /**
- * Get value in radians
- * @returns the Angle value in radians (float)
- */
- radians(): number;
- /**
- * Gets a new Angle object valued with the angle value in radians between the two given vectors
- * @param a defines first vector
- * @param b defines second vector
- * @returns a new Angle
- */
- static BetweenTwoPoints(a: Vector2, b: Vector2): Angle;
- /**
- * Gets a new Angle object from the given float in radians
- * @param radians defines the angle value in radians
- * @returns a new Angle
- */
- static FromRadians(radians: number): Angle;
- /**
- * Gets a new Angle object from the given float in degrees
- * @param degrees defines the angle value in degrees
- * @returns a new Angle
- */
- static FromDegrees(degrees: number): Angle;
- }
- /**
- * This represents an arc in a 2d space.
- */
- class Arc2 {
- /** Defines the start point of the arc */
- startPoint: Vector2;
- /** Defines the mid point of the arc */
- midPoint: Vector2;
- /** Defines the end point of the arc */
- endPoint: Vector2;
- /**
- * Defines the center point of the arc.
- */
- centerPoint: Vector2;
- /**
- * Defines the radius of the arc.
- */
- radius: number;
- /**
- * Defines the angle of the arc (from mid point to end point).
- */
- angle: Angle;
- /**
- * Defines the start angle of the arc (from start point to middle point).
- */
- startAngle: Angle;
- /**
- * Defines the orientation of the arc (clock wise/counter clock wise).
- */
- orientation: Orientation;
- /**
- * Creates an Arc object from the three given points : start, middle and end.
- * @param startPoint Defines the start point of the arc
- * @param midPoint Defines the midlle point of the arc
- * @param endPoint Defines the end point of the arc
- */
- constructor(
- /** Defines the start point of the arc */
- startPoint: Vector2,
- /** Defines the mid point of the arc */
- midPoint: Vector2,
- /** Defines the end point of the arc */
- endPoint: Vector2);
- }
- /**
- * Represents a 2D path made up of multiple 2D points
- */
- class Path2 {
- private _points;
- private _length;
- /**
- * If the path start and end point are the same
- */
- closed: boolean;
- /**
- * Creates a Path2 object from the starting 2D coordinates x and y.
- * @param x the starting points x value
- * @param y the starting points y value
- */
- constructor(x: number, y: number);
- /**
- * Adds a new segment until the given coordinates (x, y) to the current Path2.
- * @param x the added points x value
- * @param y the added points y value
- * @returns the updated Path2.
- */
- addLineTo(x: number, y: number): Path2;
- /**
- * Adds _numberOfSegments_ segments according to the arc definition (middle point coordinates, end point coordinates, the arc start point being the current Path2 last point) to the current Path2.
- * @param midX middle point x value
- * @param midY middle point y value
- * @param endX end point x value
- * @param endY end point y value
- * @param numberOfSegments (default: 36)
- * @returns the updated Path2.
- */
- addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
- /**
- * Closes the Path2.
- * @returns the Path2.
- */
- close(): Path2;
- /**
- * Gets the sum of the distance between each sequential point in the path
- * @returns the Path2 total length (float).
- */
- length(): number;
- /**
- * Gets the points which construct the path
- * @returns the Path2 internal array of points.
- */
- getPoints(): Vector2[];
- /**
- * Retreives the point at the distance aways from the starting point
- * @param normalizedLengthPosition the length along the path to retreive the point from
- * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
- */
- getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
- /**
- * Creates a new path starting from an x and y position
- * @param x starting x value
- * @param y starting y value
- * @returns a new Path2 starting at the coordinates (x, y).
- */
- static StartingAt(x: number, y: number): Path2;
- }
- /**
- * Represents a 3D path made up of multiple 3D points
- */
- class Path3D {
- /**
- * an array of Vector3, the curve axis of the Path3D
- */
- path: Vector3[];
- private _curve;
- private _distances;
- private _tangents;
- private _normals;
- private _binormals;
- private _raw;
- /**
- * new Path3D(path, normal, raw)
- * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
- * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
- * @param path an array of Vector3, the curve axis of the Path3D
- * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
- * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
- */
- constructor(
- /**
- * an array of Vector3, the curve axis of the Path3D
- */
- path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
- /**
- * Returns the Path3D array of successive Vector3 designing its curve.
- * @returns the Path3D array of successive Vector3 designing its curve.
- */
- getCurve(): Vector3[];
- /**
- * Returns an array populated with tangent vectors on each Path3D curve point.
- * @returns an array populated with tangent vectors on each Path3D curve point.
- */
- getTangents(): Vector3[];
- /**
- * Returns an array populated with normal vectors on each Path3D curve point.
- * @returns an array populated with normal vectors on each Path3D curve point.
- */
- getNormals(): Vector3[];
- /**
- * Returns an array populated with binormal vectors on each Path3D curve point.
- * @returns an array populated with binormal vectors on each Path3D curve point.
- */
- getBinormals(): Vector3[];
- /**
- * Returns an array populated with distances (float) of the i-th point from the first curve point.
- * @returns an array populated with distances (float) of the i-th point from the first curve point.
- */
- getDistances(): number[];
- /**
- * Forces the Path3D tangent, normal, binormal and distance recomputation.
- * @param path path which all values are copied into the curves points
- * @param firstNormal which should be projected onto the curve
- * @returns the same object updated.
- */
- update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
- private _compute;
- private _getFirstNonNullVector;
- private _getLastNonNullVector;
- private _normalVector;
- }
- /**
- * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
- * A Curve3 is designed from a series of successive Vector3.
- * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
- */
- class Curve3 {
- private _points;
- private _length;
- /**
- * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
- * @param v0 (Vector3) the origin point of the Quadratic Bezier
- * @param v1 (Vector3) the control point
- * @param v2 (Vector3) the end point of the Quadratic Bezier
- * @param nbPoints (integer) the wanted number of points in the curve
- * @returns the created Curve3
- */
- static CreateQuadraticBezier(v0: Vector3, v1: Vector3, v2: Vector3, nbPoints: number): Curve3;
- /**
- * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
- * @param v0 (Vector3) the origin point of the Cubic Bezier
- * @param v1 (Vector3) the first control point
- * @param v2 (Vector3) the second control point
- * @param v3 (Vector3) the end point of the Cubic Bezier
- * @param nbPoints (integer) the wanted number of points in the curve
- * @returns the created Curve3
- */
- static CreateCubicBezier(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, nbPoints: number): Curve3;
- /**
- * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
- * @param p1 (Vector3) the origin point of the Hermite Spline
- * @param t1 (Vector3) the tangent vector at the origin point
- * @param p2 (Vector3) the end point of the Hermite Spline
- * @param t2 (Vector3) the tangent vector at the end point
- * @param nbPoints (integer) the wanted number of points in the curve
- * @returns the created Curve3
- */
- static CreateHermiteSpline(p1: Vector3, t1: Vector3, p2: Vector3, t2: Vector3, nbPoints: number): Curve3;
- /**
- * Returns a Curve3 object along a CatmullRom Spline curve :
- * @param points (array of Vector3) the points the spline must pass through. At least, four points required
- * @param nbPoints (integer) the wanted number of points between each curve control points
- * @param closed (boolean) optional with default false, when true forms a closed loop from the points
- * @returns the created Curve3
- */
- static CreateCatmullRomSpline(points: Vector3[], nbPoints: number, closed?: boolean): Curve3;
- /**
- * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
- * A Curve3 is designed from a series of successive Vector3.
- * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
- * @param points points which make up the curve
- */
- constructor(points: Vector3[]);
- /**
- * @returns the Curve3 stored array of successive Vector3
- */
- getPoints(): Vector3[];
- /**
- * @returns the computed length (float) of the curve.
- */
- length(): number;
- /**
- * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
- * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
- * curveA and curveB keep unchanged.
- * @param curve the curve to continue from this curve
- * @returns the newly constructed curve
- */
- continue(curve: Curve3): Curve3;
- private _computeLength;
- }
- /**
- * Contains position and normal vectors for a vertex
- */
- class PositionNormalVertex {
- /** the position of the vertex (defaut: 0,0,0) */
- position: Vector3;
- /** the normal of the vertex (defaut: 0,1,0) */
- normal: Vector3;
- /**
- * Creates a PositionNormalVertex
- * @param position the position of the vertex (defaut: 0,0,0)
- * @param normal the normal of the vertex (defaut: 0,1,0)
- */
- constructor(
- /** the position of the vertex (defaut: 0,0,0) */
- position?: Vector3,
- /** the normal of the vertex (defaut: 0,1,0) */
- normal?: Vector3);
- /**
- * Clones the PositionNormalVertex
- * @returns the cloned PositionNormalVertex
- */
- clone(): PositionNormalVertex;
- }
- /**
- * Contains position, normal and uv vectors for a vertex
- */
- class PositionNormalTextureVertex {
- /** the position of the vertex (defaut: 0,0,0) */
- position: Vector3;
- /** the normal of the vertex (defaut: 0,1,0) */
- normal: Vector3;
- /** the uv of the vertex (default: 0,0) */
- uv: Vector2;
- /**
- * Creates a PositionNormalTextureVertex
- * @param position the position of the vertex (defaut: 0,0,0)
- * @param normal the normal of the vertex (defaut: 0,1,0)
- * @param uv the uv of the vertex (default: 0,0)
- */
- constructor(
- /** the position of the vertex (defaut: 0,0,0) */
- position?: Vector3,
- /** the normal of the vertex (defaut: 0,1,0) */
- normal?: Vector3,
- /** the uv of the vertex (default: 0,0) */
- uv?: Vector2);
- /**
- * Clones the PositionNormalTextureVertex
- * @returns the cloned PositionNormalTextureVertex
- */
- clone(): PositionNormalTextureVertex;
- }
- /**
- * @hidden
- */
- class Tmp {
- static Color3: Color3[];
- static Color4: Color4[];
- static Vector2: Vector2[];
- static Vector3: Vector3[];
- static Vector4: Vector4[];
- static Quaternion: Quaternion[];
- static Matrix: Matrix[];
- }
- }
- declare module BABYLON {
- /**
- * Class representing spherical polynomial coefficients to the 3rd degree
- */
- class SphericalPolynomial {
- /**
- * The x coefficients of the spherical polynomial
- */
- x: Vector3;
- /**
- * The y coefficients of the spherical polynomial
- */
- y: Vector3;
- /**
- * The z coefficients of the spherical polynomial
- */
- z: Vector3;
- /**
- * The xx coefficients of the spherical polynomial
- */
- xx: Vector3;
- /**
- * The yy coefficients of the spherical polynomial
- */
- yy: Vector3;
- /**
- * The zz coefficients of the spherical polynomial
- */
- zz: Vector3;
- /**
- * The xy coefficients of the spherical polynomial
- */
- xy: Vector3;
- /**
- * The yz coefficients of the spherical polynomial
- */
- yz: Vector3;
- /**
- * The zx coefficients of the spherical polynomial
- */
- zx: Vector3;
- /**
- * Adds an ambient color to the spherical polynomial
- * @param color the color to add
- */
- addAmbient(color: Color3): void;
- /**
- * Scales the spherical polynomial by the given amount
- * @param scale the amount to scale
- */
- scale(scale: number): void;
- /**
- * Gets the spherical polynomial from harmonics
- * @param harmonics the spherical harmonics
- * @returns the spherical polynomial
- */
- static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
- /**
- * Constructs a spherical polynomial from an array.
- * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
- * @returns the spherical polynomial
- */
- static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
- }
- /**
- * Class representing spherical harmonics coefficients to the 3rd degree
- */
- class SphericalHarmonics {
- /**
- * The l0,0 coefficients of the spherical harmonics
- */
- l00: Vector3;
- /**
- * The l1,-1 coefficients of the spherical harmonics
- */
- l1_1: Vector3;
- /**
- * The l1,0 coefficients of the spherical harmonics
- */
- l10: Vector3;
- /**
- * The l1,1 coefficients of the spherical harmonics
- */
- l11: Vector3;
- /**
- * The l2,-2 coefficients of the spherical harmonics
- */
- l2_2: Vector3;
- /**
- * The l2,-1 coefficients of the spherical harmonics
- */
- l2_1: Vector3;
- /**
- * The l2,0 coefficients of the spherical harmonics
- */
- l20: Vector3;
- /**
- * The l2,1 coefficients of the spherical harmonics
- */
- l21: Vector3;
- /**
- * The l2,2 coefficients of the spherical harmonics
- */
- lL22: Vector3;
- /**
- * Adds a light to the spherical harmonics
- * @param direction the direction of the light
- * @param color the color of the light
- * @param deltaSolidAngle the delta solid angle of the light
- */
- addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
- /**
- * Scales the spherical harmonics by the given amount
- * @param scale the amount to scale
- */
- scale(scale: number): void;
- /**
- * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
- *
- * ```
- * E_lm = A_l * L_lm
- * ```
- *
- * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
- * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
- * the scaling factors are given in equation 9.
- */
- convertIncidentRadianceToIrradiance(): void;
- /**
- * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
- *
- * ```
- * L = (1/pi) * E * rho
- * ```
- *
- * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
- */
- convertIrradianceToLambertianRadiance(): void;
- /**
- * Gets the spherical harmonics from polynomial
- * @param polynomial the spherical polynomial
- * @returns the spherical harmonics
- */
- static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
- /**
- * Constructs a spherical harmonics from an array.
- * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
- * @returns the spherical harmonics
- */
- static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store all common mesh properties
- */
- class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
- /** No occlusion */
- static OCCLUSION_TYPE_NONE: number;
- /** Occlusion set to optimisitic */
- static OCCLUSION_TYPE_OPTIMISTIC: number;
- /** Occlusion set to strict */
- static OCCLUSION_TYPE_STRICT: number;
- /** Use an accurante occlusion algorithm */
- static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
- /** Use a conservative occlusion algorithm */
- static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
- /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
- static readonly CULLINGSTRATEGY_STANDARD: number;
- /** Culling strategy with bounding sphere only and then frustum culling */
- static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
- /**
- * No billboard
- */
- static readonly BILLBOARDMODE_NONE: number;
- /** Billboard on X axis */
- static readonly BILLBOARDMODE_X: number;
- /** Billboard on Y axis */
- static readonly BILLBOARDMODE_Y: number;
- /** Billboard on Z axis */
- static readonly BILLBOARDMODE_Z: number;
- /** Billboard on all axes */
- static readonly BILLBOARDMODE_ALL: number;
- private _facetData;
- /** Gets ot sets the culling strategy to use to find visible meshes */
- cullingStrategy: number;
- /**
- * Gets the number of facets in the mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- readonly facetNb: number;
- /**
- * Gets or set the number (integer) of subdivisions per axis in the partioning space
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- partitioningSubdivisions: number;
- /**
- * The ratio (float) to apply to the bouding box size to set to the partioning space.
- * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
- */
- partitioningBBoxRatio: number;
- /**
- * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
- * Works only for updatable meshes.
- * Doesn't work with multi-materials
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- mustDepthSortFacets: boolean;
- /**
- * The location (Vector3) where the facet depth sort must be computed from.
- * By default, the active camera position.
- * Used only when facet depth sort is enabled
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
- */
- facetDepthSortFrom: Vector3;
- /**
- * gets a boolean indicating if facetData is enabled
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
- */
- readonly isFacetDataEnabled: boolean;
- /** @hidden */
- _updateNonUniformScalingState(value: boolean): boolean;
- /**
- * An event triggered when this mesh collides with another one
- */
- onCollideObservable: Observable<AbstractMesh>;
- private _onCollideObserver;
- /** Set a function to call when this mesh collides with another one */
- onCollide: () => void;
- /**
- * An event triggered when the collision's position changes
- */
- onCollisionPositionChangeObservable: Observable<Vector3>;
- private _onCollisionPositionChangeObserver;
- /** Set a function to call when the collision's position changes */
- onCollisionPositionChange: () => void;
- /**
- * An event triggered when material is changed
- */
- onMaterialChangedObservable: Observable<AbstractMesh>;
- /**
- * Gets or sets the orientation for POV movement & rotation
- */
- definedFacingForward: boolean;
- /** @hidden */
- _occlusionQuery: Nullable<WebGLQuery>;
- private _visibility;
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- /**
- * Gets or sets mesh visibility between 0 and 1 (default is 1)
- */
- visibility: number;
- /** Gets or sets the alpha index used to sort transparent meshes
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
- */
- alphaIndex: number;
- /**
- * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
- */
- isVisible: boolean;
- /**
- * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
- */
- isPickable: boolean;
- /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
- showSubMeshesBoundingBox: boolean;
- /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
- * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
- */
- isBlocker: boolean;
- /**
- * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
- */
- enablePointerMoveEvents: boolean;
- /**
- * Specifies the rendering group id for this mesh (0 by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
- */
- renderingGroupId: number;
- private _material;
- /** Gets or sets current material */
- material: Nullable<Material>;
- private _receiveShadows;
- /**
- * Gets or sets a boolean indicating that this mesh can receive realtime shadows
- * @see http://doc.babylonjs.com/babylon101/shadows
- */
- receiveShadows: boolean;
- /** Defines color to use when rendering outline */
- outlineColor: Color3;
- /** Define width to use when rendering outline */
- outlineWidth: number;
- /** Defines color to use when rendering overlay */
- overlayColor: Color3;
- /** Defines alpha to use when rendering overlay */
- overlayAlpha: number;
- private _hasVertexAlpha;
- /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
- hasVertexAlpha: boolean;
- private _useVertexColors;
- /** Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry) */
- useVertexColors: boolean;
- private _computeBonesUsingShaders;
- /**
- * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
- */
- computeBonesUsingShaders: boolean;
- private _numBoneInfluencers;
- /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
- numBoneInfluencers: number;
- private _applyFog;
- /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
- applyFog: boolean;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
- useOctreeForRenderingSelection: boolean;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
- useOctreeForPicking: boolean;
- /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
- useOctreeForCollisions: boolean;
- private _layerMask;
- /**
- * Gets or sets the current layer mask (default is 0x0FFFFFFF)
- * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
- */
- layerMask: number;
- /**
- * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
- */
- alwaysSelectAsActiveMesh: boolean;
- /**
- * Gets or sets the current action manager
- * @see http://doc.babylonjs.com/how_to/how_to_use_actions
- */
- actionManager: Nullable<ActionManager>;
- private _checkCollisions;
- private _collisionMask;
- private _collisionGroup;
- /**
- * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- ellipsoid: Vector3;
- /**
- * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- ellipsoidOffset: Vector3;
- private _collider;
- private _oldPositionForCollisions;
- private _diffPositionForCollisions;
- /**
- * Gets or sets a collision mask used to mask collisions (default is -1).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- collisionMask: number;
- /**
- * Gets or sets the current collision group mask (-1 by default).
- * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
- */
- collisionGroup: number;
- /**
- * Defines edge width used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- edgesWidth: number;
- /**
- * Defines edge color used when edgesRenderer is enabled
- * @see https://www.babylonjs-playground.com/#10OJSG#13
- */
- edgesColor: Color4;
- /** @hidden */
- _edgesRenderer: Nullable<IEdgesRenderer>;
- /** @hidden */
- _masterMesh: Nullable<AbstractMesh>;
- /** @hidden */
- _boundingInfo: Nullable<BoundingInfo>;
- /** @hidden */
- _renderId: number;
- /**
- * Gets or sets the list of subMeshes
- * @see http://doc.babylonjs.com/how_to/multi_materials
- */
- subMeshes: SubMesh[];
- /** @hidden */
- _intersectionsInProgress: AbstractMesh[];
- /** @hidden */
- _unIndexed: boolean;
- /** @hidden */
- _lightSources: Light[];
- /** @hidden */
- readonly _positions: Nullable<Vector3[]>;
- /** @hidden */
- _waitingActions: any;
- /** @hidden */
- _waitingFreezeWorldMatrix: Nullable<boolean>;
- private _skeleton;
- /** @hidden */
- _bonesTransformMatrices: Nullable<Float32Array>;
- /**
- * Gets or sets a skeleton to apply skining transformations
- * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
- */
- skeleton: Nullable<Skeleton>;
- /**
- * An event triggered when the mesh is rebuilt.
- */
- onRebuildObservable: Observable<AbstractMesh>;
- /**
- * Creates a new AbstractMesh
- * @param name defines the name of the mesh
- * @param scene defines the hosting scene
- */
- constructor(name: string, scene?: Nullable<Scene>);
- /**
- * Returns the string "AbstractMesh"
- * @returns "AbstractMesh"
- */
- getClassName(): string;
- /**
- * Gets a string representation of the current mesh
- * @param fullDetails defines a boolean indicating if full details must be included
- * @returns a string representation of the current mesh
- */
- toString(fullDetails?: boolean): string;
- /** @hidden */
- _rebuild(): void;
- /** @hidden */
- _resyncLightSources(): void;
- /** @hidden */
- _resyncLighSource(light: Light): void;
- /** @hidden */
- _unBindEffect(): void;
- /** @hidden */
- _removeLightSource(light: Light): void;
- private _markSubMeshesAsDirty;
- /** @hidden */
- _markSubMeshesAsLightDirty(): void;
- /** @hidden */
- _markSubMeshesAsAttributesDirty(): void;
- /** @hidden */
- _markSubMeshesAsMiscDirty(): void;
- /**
- * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
- */
- scaling: Vector3;
- /**
- * Returns true if the mesh is blocked. Implemented by child classes
- */
- readonly isBlocked: boolean;
- /**
- * Returns the mesh itself by default. Implemented by child classes
- * @param camera defines the camera to use to pick the right LOD level
- * @returns the currentAbstractMesh
- */
- getLOD(camera: Camera): Nullable<AbstractMesh>;
- /**
- * Returns 0 by default. Implemented by child classes
- * @returns an integer
- */
- getTotalVertices(): number;
- /**
- * Returns null by default. Implemented by child classes
- * @returns null
- */
- getIndices(): Nullable<IndicesArray>;
- /**
- * Returns the array of the requested vertex data kind. Implemented by child classes
- * @param kind defines the vertex data kind to use
- * @returns null
- */
- getVerticesData(kind: string): Nullable<FloatArray>;
- /**
- * Sets the vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
- * Note that a new underlying VertexBuffer object is created each call.
- * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- * @param kind defines vertex data kind:
- * * BABYLON.VertexBuffer.PositionKind
- * * BABYLON.VertexBuffer.UVKind
- * * BABYLON.VertexBuffer.UV2Kind
- * * BABYLON.VertexBuffer.UV3Kind
- * * BABYLON.VertexBuffer.UV4Kind
- * * BABYLON.VertexBuffer.UV5Kind
- * * BABYLON.VertexBuffer.UV6Kind
- * * BABYLON.VertexBuffer.ColorKind
- * * BABYLON.VertexBuffer.MatricesIndicesKind
- * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * * BABYLON.VertexBuffer.MatricesWeightsKind
- * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updatable defines if the data must be flagged as updatable (or static)
- * @param stride defines the vertex stride (size of an entire vertex). Can be null and in this case will be deduced from vertex data kind
- * @returns the current mesh
- */
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
- /**
- * Updates the existing vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, it is simply returned as it is.
- * @param kind defines vertex data kind:
- * * BABYLON.VertexBuffer.PositionKind
- * * BABYLON.VertexBuffer.UVKind
- * * BABYLON.VertexBuffer.UV2Kind
- * * BABYLON.VertexBuffer.UV3Kind
- * * BABYLON.VertexBuffer.UV4Kind
- * * BABYLON.VertexBuffer.UV5Kind
- * * BABYLON.VertexBuffer.UV6Kind
- * * BABYLON.VertexBuffer.ColorKind
- * * BABYLON.VertexBuffer.MatricesIndicesKind
- * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * * BABYLON.VertexBuffer.MatricesWeightsKind
- * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends If `kind` is `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed
- * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
- * @returns the current mesh
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
- /**
- * Sets the mesh indices,
- * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
- * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
- * @param totalVertices Defines the total number of vertices
- * @returns the current mesh
- */
- setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
- /**
- * Gets a boolean indicating if specific vertex data is present
- * @param kind defines the vertex data kind to use
- * @returns true is data kind is present
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
- * @returns a BoundingInfo
- */
- getBoundingInfo(): BoundingInfo;
- /**
- * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
- * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
- * @returns the current mesh
- */
- normalizeToUnitCube(includeDescendants?: boolean): AbstractMesh;
- /**
- * Overwrite the current bounding info
- * @param boundingInfo defines the new bounding info
- * @returns the current mesh
- */
- setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
- /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
- readonly useBones: boolean;
- /** @hidden */
- _preActivate(): void;
- /** @hidden */
- _preActivateForIntermediateRendering(renderId: number): void;
- /** @hidden */
- _activate(renderId: number): void;
- /**
- * Gets the current world matrix
- * @returns a Matrix
- */
- getWorldMatrix(): Matrix;
- /** @hidden */
- _getWorldMatrixDeterminant(): number;
- /**
- * Perform relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the current mesh
- */
- movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
- /**
- * Calculate relative position change from the point of view of behind the front of the mesh.
- * This is performed taking into account the meshes current rotation, so you do not have to care.
- * Supports definition of mesh facing forward or backward
- * @param amountRight defines the distance on the right axis
- * @param amountUp defines the distance on the up axis
- * @param amountForward defines the distance on the forward axis
- * @returns the new displacement vector
- */
- calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
- /**
- * Perform relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the current mesh
- */
- rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
- /**
- * Calculate relative rotation change from the point of view of behind the front of the mesh.
- * Supports definition of mesh facing forward or backward.
- * @param flipBack defines the flip
- * @param twirlClockwise defines the twirl
- * @param tiltRight defines the tilt
- * @returns the new rotation vector
- */
- calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
- /**
- * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
- * @param includeDescendants Include bounding info from descendants as well (true by default)
- * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
- * @returns the new bounding vectors
- */
- getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
- min: Vector3;
- max: Vector3;
- };
- /** @hidden */
- _updateBoundingInfo(): AbstractMesh;
- /** @hidden */
- _updateSubMeshesBoundingInfo(matrix: Matrix): AbstractMesh;
- /** @hidden */
- protected _afterComputeWorldMatrix(): void;
- /**
- * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
- * A mesh is in the frustum if its bounding box intersects the frustum
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is in the frustum planes
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
- * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is completely in the frustum planes
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * True if the mesh intersects another mesh or a SolidParticle object
- * @param mesh defines a target mesh or SolidParticle to test
- * @param precise Unless the parameter `precise` is set to `true` the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
- * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
- * @returns true if there is an intersection
- */
- intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
- /**
- * Returns true if the passed point (Vector3) is inside the mesh bounding box
- * @param point defines the point to test
- * @returns true if there is an intersection
- */
- intersectsPoint(point: Vector3): boolean;
- /**
- * Gets the position of the current mesh in camera space
- * @param camera defines the camera to use
- * @returns a position
- */
- getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
- /**
- * Returns the distance from the mesh to the active camera
- * @param camera defines the camera to use
- * @returns the distance
- */
- getDistanceToCamera(camera?: Nullable<Camera>): number;
- /**
- * Gets or sets a boolean indicating that this mesh can be used in the collision engine
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- checkCollisions: boolean;
- /**
- * Gets Collider object used to compute collisions (not physics)
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- */
- readonly collider: Collider;
- /**
- * Move the mesh using collision engine
- * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
- * @param displacement defines the requested displacement vector
- * @returns the current mesh
- */
- moveWithCollisions(displacement: Vector3): AbstractMesh;
- private _onCollisionPositionChange;
- /** @hidden */
- _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
- /** @hidden */
- _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
- /** @hidden */
- _checkCollision(collider: Collider): AbstractMesh;
- /** @hidden */
- _generatePointsArray(): boolean;
- /**
- * Checks if the passed Ray intersects with the mesh
- * @param ray defines the ray to use
- * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
- * @returns the picking info
- * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
- */
- intersects(ray: Ray, fastCheck?: boolean): PickingInfo;
- /**
- * Clones the current mesh
- * @param name defines the mesh name
- * @param newParent defines the new mesh parent
- * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
- * @returns the new mesh
- */
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
- /**
- * Disposes all the submeshes of the current meshnp
- * @returns the current mesh
- */
- releaseSubMeshes(): AbstractMesh;
- /**
- * Releases resources associated with this abstract mesh.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- /**
- * Adds the passed mesh as a child to the current mesh
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- addChild(mesh: AbstractMesh): AbstractMesh;
- /**
- * Removes the passed mesh from the current mesh children list
- * @param mesh defines the child mesh
- * @returns the current mesh
- */
- removeChild(mesh: AbstractMesh): AbstractMesh;
- /** @hidden */
- private _initFacetData;
- /**
- * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
- * This method can be called within the render loop.
- * You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- updateFacetData(): AbstractMesh;
- /**
- * Returns the facetLocalNormals array.
- * The normals are expressed in the mesh local spac
- * @returns an array of Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetLocalNormals(): Vector3[];
- /**
- * Returns the facetLocalPositions array.
- * The facet positions are expressed in the mesh local space
- * @returns an array of Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetLocalPositions(): Vector3[];
- /**
- * Returns the facetLocalPartioning array
- * @returns an array of array of numbers
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetLocalPartitioning(): number[][];
- /**
- * Returns the i-th facet position in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetPosition(i: number): Vector3;
- /**
- * Sets the reference Vector3 with the i-th facet position in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
- /**
- * Returns the i-th facet normal in the world system.
- * This method allocates a new Vector3 per call
- * @param i defines the facet index
- * @returns a new Vector3
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetNormal(i: number): Vector3;
- /**
- * Sets the reference Vector3 with the i-th facet normal in the world system
- * @param i defines the facet index
- * @param ref defines the target vector
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetNormalToRef(i: number, ref: Vector3): this;
- /**
- * Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the array of facet indexes
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
- /**
- * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
- * @param projected sets as the (x,y,z) world projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
- /**
- * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
- * @param projected sets as the (x,y,z) local projection on the facet
- * @param checkFace if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
- * @param facing if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
- * @param x defines x coordinate
- * @param y defines y coordinate
- * @param z defines z coordinate
- * @returns the face index if found (or null instead)
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
- /**
- * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
- * @returns the parameters
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- getFacetDataParameters(): any;
- /**
- * Disables the feature FacetData and frees the related memory
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
- */
- disableFacetData(): AbstractMesh;
- /**
- * Updates the AbstractMesh indices array
- * @param indices defines the data source
- * @returns the current mesh
- */
- updateIndices(indices: IndicesArray): AbstractMesh;
- /**
- * Creates new normals data for the mesh
- * @param updatable defines if the normal vertex buffer must be flagged as updatable
- * @returns the current mesh
- */
- createNormals(updatable: boolean): AbstractMesh;
- /**
- * Align the mesh with a normal
- * @param normal defines the normal to use
- * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
- * @returns the current mesh
- */
- alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
- /** @hidden */
- _checkOcclusionQuery(): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store data that will be store in GPU memory
- */
- class Buffer {
- private _engine;
- private _buffer;
- /** @hidden */
- _data: Nullable<DataArray>;
- private _updatable;
- private _instanced;
- /**
- * Gets the byte stride.
- */
- readonly byteStride: number;
- /**
- * Constructor
- * @param engine the engine
- * @param data the data to use for this buffer
- * @param updatable whether the data is updatable
- * @param stride the stride (optional)
- * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
- * @param instanced whether the buffer is instanced (optional)
- * @param useBytes set to true if the stride in in bytes (optional)
- */
- constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean);
- /**
- * Create a new VertexBuffer based on the current buffer
- * @param kind defines the vertex buffer kind (position, normal, etc.)
- * @param offset defines offset in the buffer (0 by default)
- * @param size defines the size in floats of attributes (position is 3 for instance)
- * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
- * @param instanced defines if the vertex buffer contains indexed data
- * @param useBytes defines if the offset and stride are in bytes
- * @returns the new vertex buffer
- */
- createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean): VertexBuffer;
- /**
- * Gets a boolean indicating if the Buffer is updatable?
- * @returns true if the buffer is updatable
- */
- isUpdatable(): boolean;
- /**
- * Gets current buffer's data
- * @returns a DataArray or null
- */
- getData(): Nullable<DataArray>;
- /**
- * Gets underlying native buffer
- * @returns underlying native buffer
- */
- getBuffer(): Nullable<WebGLBuffer>;
- /**
- * Gets the stride in float32 units (i.e. byte stride / 4).
- * May not be an integer if the byte stride is not divisible by 4.
- * DEPRECATED. Use byteStride instead.
- * @returns the stride in float32 units
- */
- getStrideSize(): number;
- /**
- * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
- * @param data defines the data to store
- */
- create(data?: Nullable<DataArray>): void;
- /** @hidden */
- _rebuild(): void;
- /**
- * Update current buffer data
- * @param data defines the data to store
- */
- update(data: DataArray): void;
- /**
- * Updates the data directly.
- * @param data the new data
- * @param offset the new offset
- * @param vertexCount the vertex count (optional)
- * @param useBytes set to true if the offset is in bytes
- */
- updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
- /**
- * Release all resources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Class for building Constructive Solid Geometry
- */
- class CSG {
- private polygons;
- /**
- * The world matrix
- */
- matrix: Matrix;
- /**
- * Stores the position
- */
- position: Vector3;
- /**
- * Stores the rotation
- */
- rotation: Vector3;
- /**
- * Stores the rotation quaternion
- */
- rotationQuaternion: Nullable<Quaternion>;
- /**
- * Stores the scaling vector
- */
- scaling: Vector3;
- /**
- * Convert the BABYLON.Mesh to BABYLON.CSG
- * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
- * @returns A new BABYLON.CSG from the BABYLON.Mesh
- */
- static FromMesh(mesh: Mesh): CSG;
- /**
- * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
- * @param polygons Polygons used to construct a BABYLON.CSG solid
- */
- private static FromPolygons;
- /**
- * Clones, or makes a deep copy, of the BABYLON.CSG
- * @returns A new BABYLON.CSG
- */
- clone(): CSG;
- /**
- * Unions this CSG with another CSG
- * @param csg The CSG to union against this CSG
- * @returns The unioned CSG
- */
- union(csg: CSG): CSG;
- /**
- * Unions this CSG with another CSG in place
- * @param csg The CSG to union against this CSG
- */
- unionInPlace(csg: CSG): void;
- /**
- * Subtracts this CSG with another CSG
- * @param csg The CSG to subtract against this CSG
- * @returns A new BABYLON.CSG
- */
- subtract(csg: CSG): CSG;
- /**
- * Subtracts this CSG with another CSG in place
- * @param csg The CSG to subtact against this CSG
- */
- subtractInPlace(csg: CSG): void;
- /**
- * Intersect this CSG with another CSG
- * @param csg The CSG to intersect against this CSG
- * @returns A new BABYLON.CSG
- */
- intersect(csg: CSG): CSG;
- /**
- * Intersects this CSG with another CSG in place
- * @param csg The CSG to intersect against this CSG
- */
- intersectInPlace(csg: CSG): void;
- /**
- * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
- * not modified.
- * @returns A new BABYLON.CSG solid with solid and empty space switched
- */
- inverse(): CSG;
- /**
- * Inverses the BABYLON.CSG in place
- */
- inverseInPlace(): void;
- /**
- * This is used to keep meshes transformations so they can be restored
- * when we build back a Babylon Mesh
- * NB : All CSG operations are performed in world coordinates
- * @param csg The BABYLON.CSG to copy the transform attributes from
- * @returns This BABYLON.CSG
- */
- copyTransformAttributes(csg: CSG): CSG;
- /**
- * Build Raw mesh from CSG
- * Coordinates here are in world space
- * @param name The name of the mesh geometry
- * @param scene The BABYLON.Scene
- * @param keepSubMeshes Specifies if the submeshes should be kept
- * @returns A new BABYLON.Mesh
- */
- buildMeshGeometry(name: string, scene: Scene, keepSubMeshes: boolean): Mesh;
- /**
- * Build Mesh from CSG taking material and transforms into account
- * @param name The name of the BABYLON.Mesh
- * @param material The material of the BABYLON.Mesh
- * @param scene The BABYLON.Scene
- * @param keepSubMeshes Specifies if submeshes should be kept
- * @returns The new BABYLON.Mesh
- */
- toMesh(name: string, material: Nullable<Material>, scene: Scene, keepSubMeshes: boolean): Mesh;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store geometry data (vertex buffers + index buffer)
- */
- class Geometry implements IGetSetVerticesData {
- /**
- * Gets or sets the unique ID of the geometry
- */
- id: string;
- /**
- * Gets the delay loading state of the geometry (none by default which means not delayed)
- */
- delayLoadState: number;
- /**
- * Gets the file containing the data to load when running in delay load state
- */
- delayLoadingFile: Nullable<string>;
- /**
- * Callback called when the geometry is updated
- */
- onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
- private _scene;
- private _engine;
- private _meshes;
- private _totalVertices;
- /** @hidden */
- _indices: IndicesArray;
- /** @hidden */
- _vertexBuffers: {
- [key: string]: VertexBuffer;
- };
- private _isDisposed;
- private _extend;
- private _boundingBias;
- /** @hidden */
- _delayInfo: Array<string>;
- private _indexBuffer;
- private _indexBufferIsUpdatable;
- /** @hidden */
- _boundingInfo: Nullable<BoundingInfo>;
- /** @hidden */
- _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
- /** @hidden */
- _softwareSkinningFrameId: number;
- private _vertexArrayObjects;
- private _updatable;
- /** @hidden */
- _positions: Nullable<Vector3[]>;
- /**
- * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
- */
- /**
- * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
- */
- boundingBias: Vector2;
- /**
- * Static function used to attach a new empty geometry to a mesh
- * @param mesh defines the mesh to attach the geometry to
- * @returns the new Geometry
- */
- static CreateGeometryForMesh(mesh: Mesh): Geometry;
- /**
- * Creates a new geometry
- * @param id defines the unique ID
- * @param scene defines the hosting scene
- * @param vertexData defines the VertexData used to get geometry data
- * @param updatable defines if geometry must be updatable (false by default)
- * @param mesh defines the mesh that will be associated with the geometry
- */
- constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
- /**
- * Gets the current extend of the geometry
- */
- readonly extend: {
- minimum: Vector3;
- maximum: Vector3;
- };
- /**
- * Gets the hosting scene
- * @returns the hosting Scene
- */
- getScene(): Scene;
- /**
- * Gets the hosting engine
- * @returns the hosting Engine
- */
- getEngine(): Engine;
- /**
- * Defines if the geometry is ready to use
- * @returns true if the geometry is ready to be used
- */
- isReady(): boolean;
- /**
- * Gets a value indicating that the geometry should not be serialized
- */
- readonly doNotSerialize: boolean;
- /** @hidden */
- _rebuild(): void;
- /**
- * Affects all geometry data in one call
- * @param vertexData defines the geometry data
- * @param updatable defines if the geometry must be flagged as updatable (false as default)
- */
- setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
- /**
- * Set specific vertex data
- * @param kind defines the data kind (Position, normal, etc...)
- * @param data defines the vertex data to use
- * @param updatable defines if the vertex must be flagged as updatable (false as default)
- * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
- */
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
- /**
- * Removes a specific vertex data
- * @param kind defines the data kind (Position, normal, etc...)
- */
- removeVerticesData(kind: string): void;
- /**
- * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
- * @param buffer defines the vertex buffer to use
- * @param totalVertices defines the total number of vertices for position kind (could be null)
- */
- setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
- /**
- * Update a specific vertex buffer
- * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
- * It will do nothing if the buffer is not updatable
- * @param kind defines the data kind (Position, normal, etc...)
- * @param data defines the data to use
- * @param offset defines the offset in the target buffer where to store the data
- * @param useBytes set to true if the offset is in bytes
- */
- updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
- /**
- * Update a specific vertex buffer
- * This function will create a new buffer if the current one is not updatable
- * @param kind defines the data kind (Position, normal, etc...)
- * @param data defines the data to use
- * @param updateExtends defines if the geometry extends must be recomputed (false by default)
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
- private _updateBoundingInfo;
- /** @hidden */
- _bind(effect: Nullable<Effect>, indexToBind?: Nullable<WebGLBuffer>): void;
- /**
- * Gets total number of vertices
- * @returns the total number of vertices
- */
- getTotalVertices(): number;
- /**
- * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
- * @param kind defines the data kind (Position, normal, etc...)
- * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns a float array containing vertex data
- */
- getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
- /**
- * Returns a boolean defining if the vertex data for the requested `kind` is updatable
- * @param kind defines the data kind (Position, normal, etc...)
- * @returns true if the vertex buffer with the specified kind is updatable
- */
- isVertexBufferUpdatable(kind: string): boolean;
- /**
- * Gets a specific vertex buffer
- * @param kind defines the data kind (Position, normal, etc...)
- * @returns a VertexBuffer
- */
- getVertexBuffer(kind: string): Nullable<VertexBuffer>;
- /**
- * Returns all vertex buffers
- * @return an object holding all vertex buffers indexed by kind
- */
- getVertexBuffers(): Nullable<{
- [key: string]: VertexBuffer;
- }>;
- /**
- * Gets a boolean indicating if specific vertex buffer is present
- * @param kind defines the data kind (Position, normal, etc...)
- * @returns true if data is present
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Gets a list of all attached data kinds (Position, normal, etc...)
- * @returns a list of string containing all kinds
- */
- getVerticesDataKinds(): string[];
- /**
- * Update index buffer
- * @param indices defines the indices to store in the index buffer
- * @param offset defines the offset in the target buffer where to store the data
- */
- updateIndices(indices: IndicesArray, offset?: number): void;
- /**
- * Creates a new index buffer
- * @param indices defines the indices to store in the index buffer
- * @param totalVertices defines the total number of vertices (could be null)
- * @param updatable defines if the index buffer must be flagged as updatable (false by default)
- */
- setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
- /**
- * Return the total number of indices
- * @returns the total number of indices
- */
- getTotalIndices(): number;
- /**
- * Gets the index buffer array
- * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns the index buffer array
- */
- getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
- /**
- * Gets the index buffer
- * @return the index buffer
- */
- getIndexBuffer(): Nullable<WebGLBuffer>;
- /** @hidden */
- _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
- /**
- * Release the associated resources for a specific mesh
- * @param mesh defines the source mesh
- * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
- */
- releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
- /**
- * Apply current geometry to a given mesh
- * @param mesh defines the mesh to apply geometry to
- */
- applyToMesh(mesh: Mesh): void;
- private _updateExtend;
- private _applyToMesh;
- private notifyUpdate;
- /**
- * Load the geometry if it was flagged as delay loaded
- * @param scene defines the hosting scene
- * @param onLoaded defines a callback called when the geometry is loaded
- */
- load(scene: Scene, onLoaded?: () => void): void;
- private _queueLoad;
- /**
- * Invert the geometry to move from a right handed system to a left handed one.
- */
- toLeftHanded(): void;
- /** @hidden */
- _resetPointsArrayCache(): void;
- /** @hidden */
- _generatePointsArray(): boolean;
- /**
- * Gets a value indicating if the geometry is disposed
- * @returns true if the geometry was disposed
- */
- isDisposed(): boolean;
- private _disposeVertexArrayObjects;
- /**
- * Free all associated resources
- */
- dispose(): void;
- /**
- * Clone the current geometry into a new geometry
- * @param id defines the unique ID of the new geometry
- * @returns a new geometry object
- */
- copy(id: string): Geometry;
- /**
- * Serialize the current geometry info (and not the vertices data) into a JSON object
- * @return a JSON representation of the current geometry data (without the vertices data)
- */
- serialize(): any;
- private toNumberArray;
- /**
- * Serialize all vertices data into a JSON oject
- * @returns a JSON representation of the current geometry data
- */
- serializeVerticeData(): any;
- /**
- * Extracts a clone of a mesh geometry
- * @param mesh defines the source mesh
- * @param id defines the unique ID of the new geometry object
- * @returns the new geometry object
- */
- static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
- /**
- * You should now use Tools.RandomId(), this method is still here for legacy reasons.
- * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
- * Be aware Math.random() could cause collisions, but:
- * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
- * @returns a string containing a new GUID
- */
- static RandomId(): string;
- /** @hidden */
- static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
- private static _CleanMatricesWeights;
- /**
- * Create a new geometry from persisted data (Using .babylon file format)
- * @param parsedVertexData defines the persisted data
- * @param scene defines the hosting scene
- * @param rootUrl defines the root url to use to load assets (like delayed data)
- * @returns the new geometry object
- */
- static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
- }
- /**
- * Abstract class used to provide common services for all typed geometries
- * @hidden
- */
- class _PrimitiveGeometry extends Geometry {
- private _canBeRegenerated;
- private _beingRegenerated;
- /**
- * Creates a new typed geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- */
- constructor(id: string, scene: Scene, _canBeRegenerated?: boolean, mesh?: Nullable<Mesh>);
- /**
- * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
- * @returns true if the geometry can be regenerated
- */
- canBeRegenerated(): boolean;
- /**
- * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
- */
- regenerate(): void;
- /**
- * Clone the geometry
- * @param id defines the unique ID of the new geometry
- * @returns the new geometry
- */
- asNewGeometry(id: string): Geometry;
- setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean): void;
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- }
- /**
- * Creates a ribbon geometry
- * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
- */
- class RibbonGeometry extends _PrimitiveGeometry {
- /**
- * Defines the array of paths to use
- */
- pathArray: Vector3[][];
- /**
- * Defines if the last and first points of each path in your pathArray must be joined
- */
- closeArray: boolean;
- /**
- * Defines if the last and first points of each path in your pathArray must be joined
- */
- closePath: boolean;
- /**
- * Defines the offset between points
- */
- offset: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a ribbon geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param pathArray defines the array of paths to use
- * @param closeArray defines if the last path and the first path must be joined
- * @param closePath defines if the last and first points of each path in your pathArray must be joined
- * @param offset defines the offset between points
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the array of paths to use
- */
- pathArray: Vector3[][],
- /**
- * Defines if the last and first points of each path in your pathArray must be joined
- */
- closeArray: boolean,
- /**
- * Defines if the last and first points of each path in your pathArray must be joined
- */
- closePath: boolean,
- /**
- * Defines the offset between points
- */
- offset: number, canBeRegenerated?: boolean, mesh?: Mesh,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- /**
- * Creates a box geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#box
- */
- class BoxGeometry extends _PrimitiveGeometry {
- /**
- * Defines the zise of the box (width, height and depth are the same)
- */
- size: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a box geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param size defines the zise of the box (width, height and depth are the same)
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the zise of the box (width, height and depth are the same)
- */
- size: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedBox: any, scene: Scene): Nullable<BoxGeometry>;
- }
- /**
- * Creates a sphere geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
- */
- class SphereGeometry extends _PrimitiveGeometry {
- /**
- * Defines the number of segments to use to create the sphere
- */
- segments: number;
- /**
- * Defines the diameter of the sphere
- */
- diameter: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Create a new sphere geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param segments defines the number of segments to use to create the sphere
- * @param diameter defines the diameter of the sphere
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the number of segments to use to create the sphere
- */
- segments: number,
- /**
- * Defines the diameter of the sphere
- */
- diameter: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedSphere: any, scene: Scene): Nullable<SphereGeometry>;
- }
- /**
- * Creates a disc geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
- */
- class DiscGeometry extends _PrimitiveGeometry {
- /**
- * Defines the radius of the disc
- */
- radius: number;
- /**
- * Defines the tesselation factor to apply to the disc
- */
- tessellation: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a new disc geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param radius defines the radius of the disc
- * @param tessellation defines the tesselation factor to apply to the disc
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the radius of the disc
- */
- radius: number,
- /**
- * Defines the tesselation factor to apply to the disc
- */
- tessellation: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- /**
- * Creates a new cylinder geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
- */
- class CylinderGeometry extends _PrimitiveGeometry {
- /**
- * Defines the height of the cylinder
- */
- height: number;
- /**
- * Defines the diameter of the cylinder's top cap
- */
- diameterTop: number;
- /**
- * Defines the diameter of the cylinder's bottom cap
- */
- diameterBottom: number;
- /**
- * Defines the tessellation factor to apply to the cylinder
- */
- tessellation: number;
- /**
- * Defines the number of subdivisions to apply to the cylinder (1 by default)
- */
- subdivisions: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a new cylinder geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param height defines the height of the cylinder
- * @param diameterTop defines the diameter of the cylinder's top cap
- * @param diameterBottom defines the diameter of the cylinder's bottom cap
- * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
- * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the height of the cylinder
- */
- height: number,
- /**
- * Defines the diameter of the cylinder's top cap
- */
- diameterTop: number,
- /**
- * Defines the diameter of the cylinder's bottom cap
- */
- diameterBottom: number,
- /**
- * Defines the tessellation factor to apply to the cylinder
- */
- tessellation: number,
- /**
- * Defines the number of subdivisions to apply to the cylinder (1 by default)
- */
- subdivisions?: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedCylinder: any, scene: Scene): Nullable<CylinderGeometry>;
- }
- /**
- * Creates a new torus geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
- */
- class TorusGeometry extends _PrimitiveGeometry {
- /**
- * Defines the diameter of the torus
- */
- diameter: number;
- /**
- * Defines the thickness of the torus (ie. internal diameter)
- */
- thickness: number;
- /**
- * Defines the tesselation factor to apply to the torus
- */
- tessellation: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a new torus geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param diameter defines the diameter of the torus
- * @param thickness defines the thickness of the torus (ie. internal diameter)
- * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the diameter of the torus
- */
- diameter: number,
- /**
- * Defines the thickness of the torus (ie. internal diameter)
- */
- thickness: number,
- /**
- * Defines the tesselation factor to apply to the torus
- */
- tessellation: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedTorus: any, scene: Scene): Nullable<TorusGeometry>;
- }
- /**
- * Creates a new ground geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
- */
- class GroundGeometry extends _PrimitiveGeometry {
- /**
- * Defines the width of the ground
- */
- width: number;
- /**
- * Defines the height of the ground
- */
- height: number;
- /**
- * Defines the subdivisions to apply to the ground
- */
- subdivisions: number;
- /**
- * Creates a new ground geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param width defines the width of the ground
- * @param height defines the height of the ground
- * @param subdivisions defines the subdivisions to apply to the ground
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the width of the ground
- */
- width: number,
- /**
- * Defines the height of the ground
- */
- height: number,
- /**
- * Defines the subdivisions to apply to the ground
- */
- subdivisions: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedGround: any, scene: Scene): Nullable<GroundGeometry>;
- }
- /**
- * Creates a tiled ground geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
- */
- class TiledGroundGeometry extends _PrimitiveGeometry {
- /**
- * Defines the minimum value on X axis
- */
- xmin: number;
- /**
- * Defines the minimum value on Z axis
- */
- zmin: number;
- /**
- * Defines the maximum value on X axis
- */
- xmax: number;
- /**
- * Defines the maximum value on Z axis
- */
- zmax: number;
- /**
- * Defines the subdivisions to apply to the ground
- */
- subdivisions: {
- w: number;
- h: number;
- };
- /**
- * Defines the precision to use when computing the tiles
- */
- precision: {
- w: number;
- h: number;
- };
- /**
- * Creates a tiled ground geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param xmin defines the minimum value on X axis
- * @param zmin defines the minimum value on Z axis
- * @param xmax defines the maximum value on X axis
- * @param zmax defines the maximum value on Z axis
- * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
- * @param precision defines the precision to use when computing the tiles
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the minimum value on X axis
- */
- xmin: number,
- /**
- * Defines the minimum value on Z axis
- */
- zmin: number,
- /**
- * Defines the maximum value on X axis
- */
- xmax: number,
- /**
- * Defines the maximum value on Z axis
- */
- zmax: number,
- /**
- * Defines the subdivisions to apply to the ground
- */
- subdivisions: {
- w: number;
- h: number;
- },
- /**
- * Defines the precision to use when computing the tiles
- */
- precision: {
- w: number;
- h: number;
- }, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- }
- /**
- * Creates a plane geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
- */
- class PlaneGeometry extends _PrimitiveGeometry {
- /**
- * Defines the size of the plane (width === height)
- */
- size: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a plane geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param size defines the size of the plane (width === height)
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the size of the plane (width === height)
- */
- size: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedPlane: any, scene: Scene): Nullable<PlaneGeometry>;
- }
- /**
- * Creates a torus knot geometry
- * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
- */
- class TorusKnotGeometry extends _PrimitiveGeometry {
- /**
- * Defines the radius of the torus knot
- */
- radius: number;
- /**
- * Defines the thickness of the torus knot tube
- */
- tube: number;
- /**
- * Defines the number of radial segments
- */
- radialSegments: number;
- /**
- * Defines the number of tubular segments
- */
- tubularSegments: number;
- /**
- * Defines the first number of windings
- */
- p: number;
- /**
- * Defines the second number of windings
- */
- q: number;
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side: number;
- /**
- * Creates a torus knot geometry
- * @param id defines the unique ID of the geometry
- * @param scene defines the hosting scene
- * @param radius defines the radius of the torus knot
- * @param tube defines the thickness of the torus knot tube
- * @param radialSegments defines the number of radial segments
- * @param tubularSegments defines the number of tubular segments
- * @param p defines the first number of windings
- * @param q defines the second number of windings
- * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
- * @param mesh defines the hosting mesh (can be null)
- * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- constructor(id: string, scene: Scene,
- /**
- * Defines the radius of the torus knot
- */
- radius: number,
- /**
- * Defines the thickness of the torus knot tube
- */
- tube: number,
- /**
- * Defines the number of radial segments
- */
- radialSegments: number,
- /**
- * Defines the number of tubular segments
- */
- tubularSegments: number,
- /**
- * Defines the first number of windings
- */
- p: number,
- /**
- * Defines the second number of windings
- */
- q: number, canBeRegenerated?: boolean, mesh?: Nullable<Mesh>,
- /**
- * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
- */
- side?: number);
- /** @hidden */
- _regenerateVertexData(): VertexData;
- copy(id: string): Geometry;
- serialize(): any;
- static Parse(parsedTorusKnot: any, scene: Scene): Nullable<TorusKnotGeometry>;
- }
- }
- declare module BABYLON {
- /**
- * Mesh representing the gorund
- */
- class GroundMesh extends Mesh {
- /** If octree should be generated */
- generateOctree: boolean;
- private _heightQuads;
- /** @hidden */
- _subdivisionsX: number;
- /** @hidden */
- _subdivisionsY: number;
- /** @hidden */
- _width: number;
- /** @hidden */
- _height: number;
- /** @hidden */
- _minX: number;
- /** @hidden */
- _maxX: number;
- /** @hidden */
- _minZ: number;
- /** @hidden */
- _maxZ: number;
- constructor(name: string, scene: Scene);
- /**
- * "GroundMesh"
- * @returns "GroundMesh"
- */
- getClassName(): string;
- /**
- * The minimum of x and y subdivisions
- */
- readonly subdivisions: number;
- /**
- * X subdivisions
- */
- readonly subdivisionsX: number;
- /**
- * Y subdivisions
- */
- readonly subdivisionsY: number;
- /**
- * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
- * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
- * @param chunksCount the number of subdivisions for x and y
- * @param octreeBlocksSize (Default: 32)
- */
- optimize(chunksCount: number, octreeBlocksSize?: number): void;
- /**
- * Returns a height (y) value in the Worl system :
- * the ground altitude at the coordinates (x, z) expressed in the World system.
- * @param x x coordinate
- * @param z z coordinate
- * @returns the ground y position if (x, z) are outside the ground surface.
- */
- getHeightAtCoordinates(x: number, z: number): number;
- /**
- * Returns a normalized vector (Vector3) orthogonal to the ground
- * at the ground coordinates (x, z) expressed in the World system.
- * @param x x coordinate
- * @param z z coordinate
- * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
- */
- getNormalAtCoordinates(x: number, z: number): Vector3;
- /**
- * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
- * at the ground coordinates (x, z) expressed in the World system.
- * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
- * @param x x coordinate
- * @param z z coordinate
- * @param ref vector to store the result
- * @returns the GroundMesh.
- */
- getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
- /**
- * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
- * if the ground has been updated.
- * This can be used in the render loop.
- * @returns the GroundMesh.
- */
- updateCoordinateHeights(): GroundMesh;
- private _getFacetAt;
- private _initHeightQuads;
- private _computeHeightQuads;
- /**
- * Serializes this ground mesh
- * @param serializationObject object to write serialization to
- */
- serialize(serializationObject: any): void;
- /**
- * Parses a serialized ground mesh
- * @param parsedMesh the serialized mesh
- * @param scene the scene to create the ground mesh in
- * @returns the created ground mesh
- */
- static Parse(parsedMesh: any, scene: Scene): GroundMesh;
- }
- }
- declare module BABYLON {
- /**
- * Creates an instance based on a source mesh.
- */
- class InstancedMesh extends AbstractMesh {
- private _sourceMesh;
- private _currentLOD;
- constructor(name: string, source: Mesh);
- /**
- * Returns the string "InstancedMesh".
- */
- getClassName(): string;
- /**
- * If the source mesh receives shadows
- */
- readonly receiveShadows: boolean;
- /**
- * The material of the source mesh
- */
- readonly material: Nullable<Material>;
- /**
- * Visibility of the source mesh
- */
- readonly visibility: number;
- /**
- * Skeleton of the source mesh
- */
- readonly skeleton: Nullable<Skeleton>;
- /**
- * Rendering ground id of the source mesh
- */
- renderingGroupId: number;
- /**
- * Returns the total number of vertices (integer).
- */
- getTotalVertices(): number;
- /**
- * The source mesh of the instance
- */
- readonly sourceMesh: Mesh;
- /**
- * Is this node ready to be used/rendered
- * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
- * @return {boolean} is it ready
- */
- isReady(completeCheck?: boolean): boolean;
- /**
- * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
- * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
- * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
- * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
- */
- getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
- /**
- * Sets the vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
- * The `data` are either a numeric array either a Float32Array.
- * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
- * The parameter `stride` is an optional positive integer, it is usually automatically deducted from the `kind` (3 for positions or normals, 2 for UV, etc).
- * Note that a new underlying VertexBuffer object is created each call.
- * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- *
- * Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- *
- * Returns the Mesh.
- */
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
- /**
- * Updates the existing vertex data of the mesh geometry for the requested `kind`.
- * If the mesh has no geometry, it is simply returned as it is.
- * The `data` are either a numeric array either a Float32Array.
- * No new underlying VertexBuffer object is created.
- * If the `kind` is the `PositionKind` and if `updateExtends` is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
- * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
- *
- * Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- *
- * Returns the Mesh.
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
- /**
- * Sets the mesh indices.
- * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
- * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
- * This method creates a new index buffer each call.
- * Returns the Mesh.
- */
- setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
- /**
- * Boolean : True if the mesh owns the requested kind of data.
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Returns an array of indices (IndicesArray).
- */
- getIndices(): Nullable<IndicesArray>;
- readonly _positions: Nullable<Vector3[]>;
- /**
- * Sets a new updated BoundingInfo to the mesh.
- * @returns the mesh.
- */
- refreshBoundingInfo(): InstancedMesh;
- /** @hidden */
- _preActivate(): InstancedMesh;
- /** @hidden */
- _activate(renderId: number): InstancedMesh;
- /**
- * Returns the current associated LOD AbstractMesh.
- */
- getLOD(camera: Camera): AbstractMesh;
- /** @hidden */
- _syncSubMeshes(): InstancedMesh;
- /** @hidden */
- _generatePointsArray(): boolean;
- /**
- * Creates a new InstancedMesh from the current mesh.
- * - name (string) : the cloned mesh name
- * - newParent (optional Node) : the optional Node to parent the clone to.
- * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
- *
- * Returns the clone.
- */
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): InstancedMesh;
- /**
- * Disposes the InstancedMesh.
- * Returns nothing.
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Line mesh
- * @see https://doc.babylonjs.com/babylon101/parametric_shapes
- */
- class LinesMesh extends Mesh {
- /**
- * If vertex color should be applied to the mesh
- */
- useVertexColor?: boolean | undefined;
- /**
- * If vertex alpha should be applied to the mesh
- */
- useVertexAlpha?: boolean | undefined;
- /**
- * Color of the line (Default: White)
- */
- color: Color3;
- /**
- * Alpha of the line (Default: 1)
- */
- alpha: number;
- /**
- * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
- * This margin is expressed in world space coordinates, so its value may vary.
- * Default value is 0.1
- * @returns the intersection Threshold value.
- */
- /**
- * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
- * This margin is expressed in world space coordinates, so its value may vary.
- */
- intersectionThreshold: number;
- private _intersectionThreshold;
- private _colorShader;
- /**
- * Creates a new LinesMesh
- * @param name defines the name
- * @param scene defines the hosting scene
- * @param parent defines the parent mesh if any
- * @param source defines the optional source LinesMesh used to clone data from
- * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
- * When false, achieved by calling a clone(), also passing False.
- * This will make creation of children, recursive.
- * @param useVertexColor defines if this LinesMesh supports vertex color
- * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
- */
- constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: LinesMesh, doNotCloneChildren?: boolean,
- /**
- * If vertex color should be applied to the mesh
- */
- useVertexColor?: boolean | undefined,
- /**
- * If vertex alpha should be applied to the mesh
- */
- useVertexAlpha?: boolean | undefined);
- /**
- * Returns the string "LineMesh"
- */
- getClassName(): string;
- /**
- * @hidden
- */
- /**
- * @hidden
- */
- material: Material;
- /**
- * @hidden
- */
- readonly checkCollisions: boolean;
- /** @hidden */
- _bind(subMesh: SubMesh, effect: Effect, fillMode: number): LinesMesh;
- /** @hidden */
- _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): LinesMesh;
- /**
- * Disposes of the line mesh
- * @param doNotRecurse If children should be disposed
- */
- dispose(doNotRecurse?: boolean): void;
- /**
- * Returns a new LineMesh object cloned from the current one.
- */
- clone(name: string, newParent?: Node, doNotCloneChildren?: boolean): LinesMesh;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- **/
- class _CreationDataStorage {
- closePath?: boolean;
- closeArray?: boolean;
- idx: number[];
- dashSize: number;
- gapSize: number;
- path3D: Path3D;
- pathArray: Vector3[][];
- arc: number;
- radius: number;
- cap: number;
- tessellation: number;
- }
- /**
- * @hidden
- **/
- class _InstanceDataStorage {
- visibleInstances: any;
- renderIdForInstances: number[];
- batchCache: _InstancesBatch;
- instancesBufferSize: number;
- instancesBuffer: Nullable<Buffer>;
- instancesData: Float32Array;
- overridenInstanceCount: number;
- }
- /**
- * @hidden
- **/
- class _InstancesBatch {
- mustReturn: boolean;
- visibleInstances: Nullable<InstancedMesh[]>[];
- renderSelf: boolean[];
- }
- /**
- * Class used to represent renderable models
- */
- class Mesh extends AbstractMesh implements IGetSetVerticesData {
- /**
- * Mesh side orientation : usually the external or front surface
- */
- static readonly FRONTSIDE: number;
- /**
- * Mesh side orientation : usually the internal or back surface
- */
- static readonly BACKSIDE: number;
- /**
- * Mesh side orientation : both internal and external or front and back surfaces
- */
- static readonly DOUBLESIDE: number;
- /**
- * Mesh side orientation : by default, `FRONTSIDE`
- */
- static readonly DEFAULTSIDE: number;
- /**
- * Mesh cap setting : no cap
- */
- static readonly NO_CAP: number;
- /**
- * Mesh cap setting : one cap at the beginning of the mesh
- */
- static readonly CAP_START: number;
- /**
- * Mesh cap setting : one cap at the end of the mesh
- */
- static readonly CAP_END: number;
- /**
- * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
- */
- static readonly CAP_ALL: number;
- private _onBeforeRenderObservable;
- private _onAfterRenderObservable;
- private _onBeforeDrawObservable;
- /**
- * An event triggered before rendering the mesh
- */
- readonly onBeforeRenderObservable: Observable<Mesh>;
- /**
- * An event triggered after rendering the mesh
- */
- readonly onAfterRenderObservable: Observable<Mesh>;
- /**
- * An event triggered before drawing the mesh
- */
- readonly onBeforeDrawObservable: Observable<Mesh>;
- private _onBeforeDrawObserver;
- /**
- * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
- */
- onBeforeDraw: () => void;
- /**
- * Gets the delay loading state of the mesh (when delay loading is turned on)
- * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
- */
- delayLoadState: number;
- /**
- * Gets the list of instances created from this mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_instances
- */
- instances: InstancedMesh[];
- /**
- * Gets the file containing delay loading data for this mesh
- */
- delayLoadingFile: string;
- /** @hidden */
- _binaryInfo: any;
- private _LODLevels;
- /**
- * User defined function used to change how LOD level selection is done
- * @see http://doc.babylonjs.com/how_to/how_to_use_lod
- */
- onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
- private _morphTargetManager;
- /**
- * Gets or sets the morph target manager
- * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
- */
- morphTargetManager: Nullable<MorphTargetManager>;
- /** @hidden */
- _creationDataStorage: Nullable<_CreationDataStorage>;
- /** @hidden */
- _geometry: Nullable<Geometry>;
- /** @hidden */
- _delayInfo: Array<string>;
- /** @hidden */
- _delayLoadingFunction: (any: any, mesh: Mesh) => void;
- /** @hidden */
- _instanceDataStorage: _InstanceDataStorage;
- private _effectiveMaterial;
- /** @hidden */
- _shouldGenerateFlatShading: boolean;
- private _preActivateId;
- /** @hidden */
- _originalBuilderSideOrientation: number;
- /**
- * Use this property to change the original side orientation defined at construction time
- */
- overrideMaterialSideOrientation: Nullable<number>;
- private _areNormalsFrozen;
- private _sourcePositions;
- private _sourceNormals;
- private _source;
- /**
- * Gets the source mesh (the one used to clone this one from)
- */
- readonly source: Nullable<Mesh>;
- /**
- * Gets or sets a boolean indicating that this mesh does not use index buffer
- */
- isUnIndexed: boolean;
- /**
- * @constructor
- * @param name The value used by scene.getMeshByName() to do a lookup.
- * @param scene The scene to add this mesh to.
- * @param parent The parent of this mesh, if it has one
- * @param source An optional Mesh from which geometry is shared, cloned.
- * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
- * When false, achieved by calling a clone(), also passing False.
- * This will make creation of children, recursive.
- * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
- */
- constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
- /**
- * Gets the class name
- * @returns the string "Mesh".
- */
- getClassName(): string;
- /**
- * Returns a description of this mesh
- * @param fullDetails define if full details about this mesh must be used
- * @returns a descriptive string representing this mesh
- */
- toString(fullDetails?: boolean): string;
- /** @hidden */
- _unBindEffect(): void;
- /**
- * Gets a boolean indicating if this mesh has LOD
- */
- readonly hasLODLevels: boolean;
- /**
- * Gets the list of MeshLODLevel associated with the current mesh
- * @returns an array of MeshLODLevel
- */
- getLODLevels(): MeshLODLevel[];
- private _sortLODLevels;
- /**
- * Add a mesh as LOD level triggered at the given distance.
- * @see https://doc.babylonjs.com/how_to/how_to_use_lod
- * @param distance The distance from the center of the object to show this level
- * @param mesh The mesh to be added as LOD level (can be null)
- * @return This mesh (for chaining)
- */
- addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
- /**
- * Returns the LOD level mesh at the passed distance or null if not found.
- * @see https://doc.babylonjs.com/how_to/how_to_use_lod
- * @param distance The distance from the center of the object to show this level
- * @returns a Mesh or `null`
- */
- getLODLevelAtDistance(distance: number): Nullable<Mesh>;
- /**
- * Remove a mesh from the LOD array
- * @see https://doc.babylonjs.com/how_to/how_to_use_lod
- * @param mesh defines the mesh to be removed
- * @return This mesh (for chaining)
- */
- removeLODLevel(mesh: Mesh): Mesh;
- /**
- * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
- * @see https://doc.babylonjs.com/how_to/how_to_use_lod
- * @param camera defines the camera to use to compute distance
- * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
- * @return This mesh (for chaining)
- */
- getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
- /**
- * Gets the mesh internal Geometry object
- */
- readonly geometry: Nullable<Geometry>;
- /**
- * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
- * @returns the total number of vertices
- */
- getTotalVertices(): number;
- /**
- * Returns the content of an associated vertex buffer
- * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
- * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
- * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
- */
- getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
- /**
- * Returns the mesh VertexBuffer object from the requested `kind`
- * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
- */
- getVertexBuffer(kind: string): Nullable<VertexBuffer>;
- /**
- * Tests if a specific vertex buffer is associated with this mesh
- * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @returns a boolean
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
- * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @returns a boolean
- */
- isVertexBufferUpdatable(kind: string): boolean;
- /**
- * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
- * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @returns an array of strings
- */
- getVerticesDataKinds(): string[];
- /**
- * Returns a positive integer : the total number of indices in this mesh geometry.
- * @returns the numner of indices or zero if the mesh has no geometry.
- */
- getTotalIndices(): number;
- /**
- * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
- * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns the indices array or an empty array if the mesh has no geometry
- */
- getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
- readonly isBlocked: boolean;
- /**
- * Determine if the current mesh is ready to be rendered
- * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
- * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
- * @returns true if all associated assets are ready (material, textures, shaders)
- */
- isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
- /**
- * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
- */
- readonly areNormalsFrozen: boolean;
- /**
- * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
- * @returns the current mesh
- */
- freezeNormals(): Mesh;
- /**
- * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
- * @returns the current mesh
- */
- unfreezeNormals(): Mesh;
- /**
- * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
- */
- overridenInstanceCount: number;
- /** @hidden */
- _preActivate(): Mesh;
- /** @hidden */
- _preActivateForIntermediateRendering(renderId: number): Mesh;
- /** @hidden */
- _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
- /**
- * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
- * This means the mesh underlying bounding box and sphere are recomputed.
- * @returns the current mesh
- */
- refreshBoundingInfo(): Mesh;
- /** @hidden */
- _refreshBoundingInfo(applySkeleton: boolean): Mesh;
- private _getPositionData;
- /** @hidden */
- _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
- /**
- * This function will subdivide the mesh into multiple submeshes
- * @param count defines the expected number of submeshes
- */
- subdivide(count: number): void;
- /**
- * Copy a FloatArray into a specific associated vertex buffer
- * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updatable defines if the updated vertex buffer must be flagged as updatable
- * @param stride defines the data stride size (can be null)
- * @returns the current mesh
- */
- setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh;
- /**
- * Flags an associated vertex buffer as updatable
- * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param updatable defines if the updated vertex buffer must be flagged as updatable
- */
- markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
- /**
- * Sets the mesh global Vertex Buffer
- * @param buffer defines the buffer to use
- * @returns the current mesh
- */
- setVerticesBuffer(buffer: VertexBuffer): Mesh;
- /**
- * Update a specific associated vertex buffer
- * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
- * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
- * @returns the current mesh
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
- /**
- * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
- * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
- * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
- * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
- * @returns the current mesh
- */
- updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
- /**
- * Creates a un-shared specific occurence of the geometry for the mesh.
- * @returns the current mesh
- */
- makeGeometryUnique(): Mesh;
- /**
- * Set the index buffer of this mesh
- * @param indices defines the source data
- * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
- * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
- * @returns the current mesh
- */
- setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh;
- /**
- * Update the current index buffer
- * @param indices defines the source data
- * @param offset defines the offset in the index buffer where to store the new data (can be null)
- * @returns the current mesh
- */
- updateIndices(indices: IndicesArray, offset?: number): Mesh;
- /**
- * Invert the geometry to move from a right handed system to a left handed one.
- * @returns the current mesh
- */
- toLeftHanded(): Mesh;
- /** @hidden */
- _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
- /** @hidden */
- _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number, alternate?: boolean): Mesh;
- /**
- * Registers for this mesh a javascript function called just before the rendering process
- * @param func defines the function to call before rendering this mesh
- * @returns the current mesh
- */
- registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
- /**
- * Disposes a previously registered javascript function called before the rendering
- * @param func defines the function to remove
- * @returns the current mesh
- */
- unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
- /**
- * Registers for this mesh a javascript function called just after the rendering is complete
- * @param func defines the function to call after rendering this mesh
- * @returns the current mesh
- */
- registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
- /**
- * Disposes a previously registered javascript function called after the rendering.
- * @param func defines the function to remove
- * @returns the current mesh
- */
- unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
- /** @hidden */
- _getInstancesRenderList(subMeshId: number): _InstancesBatch;
- /** @hidden */
- _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
- /** @hidden */
- _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
- /**
- * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
- * @param subMesh defines the subMesh to render
- * @param enableAlphaMode defines if alpha mode can be changed
- * @returns the current mesh
- */
- render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh;
- private _onBeforeDraw;
- /**
- * Renormalize the mesh and patch it up if there are no weights
- * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
- * However in the case of zero weights then we set just a single influence to 1.
- * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
- */
- cleanMatrixWeights(): void;
- private normalizeSkinFourWeights;
- private normalizeSkinWeightsAndExtra;
- /**
- * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
- * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
- * the user know there was an issue with importing the mesh
- * @returns a validation object with skinned, valid and report string
- */
- validateSkinning(): {
- skinned: boolean;
- valid: boolean;
- report: string;
- };
- /** @hidden */
- _checkDelayState(): Mesh;
- private _queueLoad;
- /**
- * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
- * A mesh is in the frustum if its bounding box intersects the frustum
- * @param frustumPlanes defines the frustum to test
- * @returns true if the mesh is in the frustum planes
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Sets the mesh material by the material or multiMaterial `id` property
- * @param id is a string identifying the material or the multiMaterial
- * @returns the current mesh
- */
- setMaterialByID(id: string): Mesh;
- /**
- * Returns as a new array populated with the mesh material and/or skeleton, if any.
- * @returns an array of IAnimatable
- */
- getAnimatables(): IAnimatable[];
- /**
- * Modifies the mesh geometry according to the passed transformation matrix.
- * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
- * The mesh normals are modified using the same transformation.
- * Note that, under the hood, this method sets a new VertexBuffer each call.
- * @param transform defines the transform matrix to use
- * @see http://doc.babylonjs.com/resources/baking_transformations
- * @returns the current mesh
- */
- bakeTransformIntoVertices(transform: Matrix): Mesh;
- /**
- * Modifies the mesh geometry according to its own current World Matrix.
- * The mesh World Matrix is then reset.
- * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
- * Note that, under the hood, this method sets a new VertexBuffer each call.
- * @see http://doc.babylonjs.com/resources/baking_transformations
- * @returns the current mesh
- */
- bakeCurrentTransformIntoVertices(): Mesh;
- /** @hidden */
- readonly _positions: Nullable<Vector3[]>;
- /** @hidden */
- _resetPointsArrayCache(): Mesh;
- /** @hidden */
- _generatePointsArray(): boolean;
- /**
- * Returns a new Mesh object generated from the current mesh properties.
- * This method must not get confused with createInstance()
- * @param name is a string, the name given to the new mesh
- * @param newParent can be any Node object (default `null`)
- * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
- * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
- * @returns a new mesh
- */
- clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
- /**
- * Releases resources associated with this mesh.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- /**
- * Modifies the mesh geometry according to a displacement map.
- * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
- * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
- * @param url is a string, the URL from the image file is to be downloaded.
- * @param minHeight is the lower limit of the displacement.
- * @param maxHeight is the upper limit of the displacement.
- * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
- * @param uvOffset is an optional vector2 used to offset UV.
- * @param uvScale is an optional vector2 used to scale UV.
- * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
- * @returns the Mesh.
- */
- applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
- /**
- * Modifies the mesh geometry according to a displacementMap buffer.
- * A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.
- * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
- * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
- * @param heightMapWidth is the width of the buffer image.
- * @param heightMapHeight is the height of the buffer image.
- * @param minHeight is the lower limit of the displacement.
- * @param maxHeight is the upper limit of the displacement.
- * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
- * @param uvOffset is an optional vector2 used to offset UV.
- * @param uvScale is an optional vector2 used to scale UV.
- * @param forceUpdate defines whether or not to force an update of the generated buffers. This is usefull to apply on a deserialized model for instance.
- * @returns the Mesh.
- */
- applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
- /**
- * Modify the mesh to get a flat shading rendering.
- * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
- * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
- * @returns current mesh
- */
- convertToFlatShadedMesh(): Mesh;
- /**
- * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
- * In other words, more vertices, no more indices and a single bigger VBO.
- * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
- * @returns current mesh
- */
- convertToUnIndexedMesh(): Mesh;
- /**
- * Inverses facet orientations.
- * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
- * @param flipNormals will also inverts the normals
- * @returns current mesh
- */
- flipFaces(flipNormals?: boolean): Mesh;
- /**
- * Creates a new InstancedMesh object from the mesh model.
- * Warning : this method is not supported for Line mesh and LineSystem
- * @see http://doc.babylonjs.com/how_to/how_to_use_instances
- * @param name defines the name of the new instance
- * @returns a new InstancedMesh
- */
- createInstance(name: string): InstancedMesh;
- /**
- * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
- * After this call, all the mesh instances have the same submeshes than the current mesh.
- * @returns the current mesh
- */
- synchronizeInstances(): Mesh;
- /**
- * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
- * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
- * This should be used together with the simplification to avoid disappearing triangles.
- * @param successCallback an optional success callback to be called after the optimization finished.
- * @returns the current mesh
- */
- optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
- /**
- * Serialize current mesh
- * @param serializationObject defines the object which will receive the serialization data
- */
- serialize(serializationObject: any): void;
- /** @hidden */
- _syncGeometryWithMorphTargetManager(): void;
- /**
- * Returns a new Mesh object parsed from the source provided.
- * @param parsedMesh is the source
- * @param scene defines the hosting scene
- * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
- * @returns a new Mesh
- */
- static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
- /**
- * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/how_to/parametric_shapes
- * @param name defines the name of the mesh to create
- * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
- * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
- * @param closePath creates a seam between the first and the last points of each path of the path array
- * @param offset is taken in account only if the `pathArray` is containing a single path
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
- * @returns a new Mesh
- */
- static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean | undefined, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
- /**
- * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param radius sets the radius size (float) of the polygon (default 0.5)
- * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param size sets the size (float) of each box side (default 1)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
- * @param diameter sets the diameter size (float) of the sphere (default 1)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param height sets the height size (float) of the cylinder/cone (float, default 2)
- * @param diameterTop set the top cap diameter (floats, default 1)
- * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
- * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
- * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
- /**
- * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param diameter sets the diameter size (float) of the torus (default 1)
- * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
- * @param tessellation sets the number of torus sides (postive integer, default 16)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param radius sets the global radius size (float) of the torus knot (default 2)
- * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
- * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
- * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
- * @param p the number of windings on X axis (positive integers, default 2)
- * @param q the number of windings on Y axis (positive integers, default 3)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
- * @param name defines the name of the mesh to create
- * @param points is an array successive Vector3
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
- * @returns a new Mesh
- */
- static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
- /**
- * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param points is an array successive Vector3
- * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
- * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
- * @param dashNb is the intended total number of dashes (positive integer, default 200)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
- * @returns a new Mesh
- */
- static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
- /**
- * Creates a polygon mesh.
- * Please consider using the same method from the MeshBuilder class instead.
- * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
- * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
- * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * Remember you can only change the shape positions, not their number when updating a polygon.
- */
- /**
- * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
- * @param name defines the name of the mesh to create
- * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
- * @param scene defines the hosting scene
- * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
- * @param name defines the name of the mesh to create
- * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
- * @param depth defines the height of extrusion
- * @param scene defines the hosting scene
- * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates an extruded shape mesh.
- * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/how_to/parametric_shapes
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
- * @param name defines the name of the mesh to create
- * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
- * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
- * @param scale is the value to scale the shape
- * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
- * @returns a new Mesh
- */
- static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
- /**
- * Creates an custom extruded shape mesh.
- * The custom extrusion is a parametric shape.
- * It has no predefined shape. Its final shape will depend on the input parameters.
- * Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
- * @param name defines the name of the mesh to create
- * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
- * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
- * @param scaleFunction is a custom Javascript function called on each path point
- * @param rotationFunction is a custom Javascript function called on each path point
- * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
- * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
- * @returns a new Mesh
- */
- static ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
- /**
- * Creates lathe mesh.
- * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
- * Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
- * @param radius is the radius value of the lathe
- * @param tessellation is the side number of the lathe.
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param size sets the size (float) of both sides of the plane at once (default 1)
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @returns a new Mesh
- */
- static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
- /**
- * Creates a ground mesh.
- * Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param width set the width of the ground
- * @param height set the height of the ground
- * @param subdivisions sets the number of subdivisions per side
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @returns a new Mesh
- */
- static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
- /**
- * Creates a tiled ground mesh.
- * Please consider using the same method from the MeshBuilder class instead
- * @param name defines the name of the mesh to create
- * @param xmin set the ground minimum X coordinate
- * @param zmin set the ground minimum Y coordinate
- * @param xmax set the ground maximum X coordinate
- * @param zmax set the ground maximum Z coordinate
- * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
- * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @returns a new Mesh
- */
- static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
- w: number;
- h: number;
- }, precision: {
- w: number;
- h: number;
- }, scene: Scene, updatable?: boolean): Mesh;
- /**
- * Creates a ground mesh from a height map.
- * Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/babylon101/height_map
- * @param name defines the name of the mesh to create
- * @param url sets the URL of the height map image resource
- * @param width set the ground width size
- * @param height set the ground height size
- * @param subdivisions sets the number of subdivision per side
- * @param minHeight is the minimum altitude on the ground
- * @param maxHeight is the maximum altitude on the ground
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
- * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
- * @returns a new Mesh
- */
- static CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: (mesh: GroundMesh) => void, alphaFilter?: number): GroundMesh;
- /**
- * Creates a tube mesh.
- * The tube is a parametric shape.
- * It has no predefined shape. Its final shape will depend on the input parameters.
- * Please consider using the same method from the MeshBuilder class instead
- * @see http://doc.babylonjs.com/how_to/parametric_shapes
- * @param name defines the name of the mesh to create
- * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
- * @param radius sets the tube radius size
- * @param tessellation is the number of sides on the tubular surface
- * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * @param scene defines the hosting scene
- * @param updatable defines if the mesh must be flagged as updatable
- * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
- * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
- * @returns a new Mesh
- */
- static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
- (i: number, distance: number): number;
- }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
- /**
- * Creates a polyhedron mesh.
- * Please consider using the same method from the MeshBuilder class instead.
- * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
- * * The parameter `size` (positive float, default 1) sets the polygon size
- * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
- * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
- * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
- * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
- * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh to create
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns a new Mesh
- */
- static CreatePolyhedron(name: string, options: {
- type?: number;
- size?: number;
- sizeX?: number;
- sizeY?: number;
- sizeZ?: number;
- custom?: any;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- updatable?: boolean;
- sideOrientation?: number;
- }, scene: Scene): Mesh;
- /**
- * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
- * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
- * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
- * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
- * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns a new Mesh
- * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
- */
- static CreateIcoSphere(name: string, options: {
- radius?: number;
- flat?: boolean;
- subdivisions?: number;
- sideOrientation?: number;
- updatable?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates a decal mesh.
- * Please consider using the same method from the MeshBuilder class instead.
- * A decal is a mesh usually applied as a model onto the surface of another mesh
- * @param name defines the name of the mesh
- * @param sourceMesh defines the mesh receiving the decal
- * @param position sets the position of the decal in world coordinates
- * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
- * @param size sets the decal scaling
- * @param angle sets the angle to rotate the decal
- * @returns a new Mesh
- */
- static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
- /**
- * Prepare internal position array for software CPU skinning
- * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
- */
- setPositionsForCPUSkinning(): Float32Array;
- /**
- * Prepare internal normal array for software CPU skinning
- * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
- */
- setNormalsForCPUSkinning(): Float32Array;
- /**
- * Updates the vertex buffer by applying transformation from the bones
- * @param skeleton defines the skeleton to apply to current mesh
- * @returns the current mesh
- */
- applySkeleton(skeleton: Skeleton): Mesh;
- /**
- * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
- * @param meshes defines the list of meshes to scan
- * @returns an object `{min:` Vector3`, max:` Vector3`}`
- */
- static MinMax(meshes: AbstractMesh[]): {
- min: Vector3;
- max: Vector3;
- };
- /**
- * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
- * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
- * @returns a vector3
- */
- static Center(meshesOrMinMaxVector: {
- min: Vector3;
- max: Vector3;
- } | AbstractMesh[]): Vector3;
- /**
- * Merge the array of meshes into a single mesh for performance reasons.
- * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
- * @param disposeSource when true (default), dispose of the vertices from the source meshes
- * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
- * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
- * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
- * @returns a new mesh
- */
- static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean): Nullable<Mesh>;
- }
- }
- declare module BABYLON {
- /**
- * Define an interface for all classes that will get and set the data on vertices
- */
- interface IGetSetVerticesData {
- /**
- * Gets a boolean indicating if specific vertex data is present
- * @param kind defines the vertex data kind to use
- * @returns true is data kind is present
- */
- isVerticesDataPresent(kind: string): boolean;
- /**
- * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
- * @param kind defines the data kind (Position, normal, etc...)
- * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns a float array containing vertex data
- */
- getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
- /**
- * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
- * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
- * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
- * @returns the indices array or an empty array if the mesh has no geometry
- */
- getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
- /**
- * Set specific vertex data
- * @param kind defines the data kind (Position, normal, etc...)
- * @param data defines the vertex data to use
- * @param updatable defines if the vertex must be flagged as updatable (false as default)
- * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
- */
- setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
- /**
- * Update a specific associated vertex buffer
- * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
- * - BABYLON.VertexBuffer.PositionKind
- * - BABYLON.VertexBuffer.UVKind
- * - BABYLON.VertexBuffer.UV2Kind
- * - BABYLON.VertexBuffer.UV3Kind
- * - BABYLON.VertexBuffer.UV4Kind
- * - BABYLON.VertexBuffer.UV5Kind
- * - BABYLON.VertexBuffer.UV6Kind
- * - BABYLON.VertexBuffer.ColorKind
- * - BABYLON.VertexBuffer.MatricesIndicesKind
- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
- * - BABYLON.VertexBuffer.MatricesWeightsKind
- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
- * @param data defines the data source
- * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
- * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
- */
- updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
- /**
- * Creates a new index buffer
- * @param indices defines the indices to store in the index buffer
- * @param totalVertices defines the total number of vertices (could be null)
- * @param updatable defines if the index buffer must be flagged as updatable (false by default)
- */
- setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
- }
- /**
- * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
- */
- class VertexData {
- /**
- * An array of the x, y, z position of each vertex [...., x, y, z, .....]
- */
- positions: Nullable<FloatArray>;
- /**
- * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
- */
- normals: Nullable<FloatArray>;
- /**
- * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
- */
- tangents: Nullable<FloatArray>;
- /**
- * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs: Nullable<FloatArray>;
- /**
- * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs2: Nullable<FloatArray>;
- /**
- * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs3: Nullable<FloatArray>;
- /**
- * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs4: Nullable<FloatArray>;
- /**
- * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs5: Nullable<FloatArray>;
- /**
- * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
- */
- uvs6: Nullable<FloatArray>;
- /**
- * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
- */
- colors: Nullable<FloatArray>;
- /**
- * An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).
- */
- matricesIndices: Nullable<FloatArray>;
- /**
- * An array containing the list of weights defining the weight of each indexed matrix in the final computation
- */
- matricesWeights: Nullable<FloatArray>;
- /**
- * An array extending the number of possible indices
- */
- matricesIndicesExtra: Nullable<FloatArray>;
- /**
- * An array extending the number of possible weights when the number of indices is extended
- */
- matricesWeightsExtra: Nullable<FloatArray>;
- /**
- * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
- */
- indices: Nullable<IndicesArray>;
- /**
- * Uses the passed data array to set the set the values for the specified kind of data
- * @param data a linear array of floating numbers
- * @param kind the type of data that is being set, eg positions, colors etc
- */
- set(data: FloatArray, kind: string): void;
- /**
- * Associates the vertexData to the passed Mesh.
- * Sets it as updatable or not (default `false`)
- * @param mesh the mesh the vertexData is applied to
- * @param updatable when used and having the value true allows new data to update the vertexData
- * @returns the VertexData
- */
- applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
- /**
- * Associates the vertexData to the passed Geometry.
- * Sets it as updatable or not (default `false`)
- * @param geometry the geometry the vertexData is applied to
- * @param updatable when used and having the value true allows new data to update the vertexData
- * @returns VertexData
- */
- applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
- /**
- * Updates the associated mesh
- * @param mesh the mesh to be updated
- * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
- * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
- * @returns VertexData
- */
- updateMesh(mesh: Mesh, updateExtends?: boolean, makeItUnique?: boolean): VertexData;
- /**
- * Updates the associated geometry
- * @param geometry the geometry to be updated
- * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
- * @param makeItUnique when true, and when and if position kind is updated, a new global geometry will be created from these positions and set to the mesh, optional with default false
- * @returns VertexData.
- */
- updateGeometry(geometry: Geometry, updateExtends?: boolean, makeItUnique?: boolean): VertexData;
- private _applyTo;
- private _update;
- /**
- * Transforms each position and each normal of the vertexData according to the passed Matrix
- * @param matrix the transforming matrix
- * @returns the VertexData
- */
- transform(matrix: Matrix): VertexData;
- /**
- * Merges the passed VertexData into the current one
- * @param other the VertexData to be merged into the current one
- * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
- * @returns the modified VertexData
- */
- merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
- private _mergeElement;
- private _validate;
- /**
- * Serializes the VertexData
- * @returns a serialized object
- */
- serialize(): any;
- /**
- * Extracts the vertexData from a mesh
- * @param mesh the mesh from which to extract the VertexData
- * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
- * @param forceCopy indicating that the VertexData must be cloned, optional, default false
- * @returns the object VertexData associated to the passed mesh
- */
- static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
- /**
- * Extracts the vertexData from the geometry
- * @param geometry the geometry from which to extract the VertexData
- * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
- * @param forceCopy indicating that the VertexData must be cloned, optional, default false
- * @returns the object VertexData associated to the passed mesh
- */
- static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
- private static _ExtractFrom;
- /**
- * Creates the VertexData for a Ribbon
- * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
- * * pathArray array of paths, each of which an array of successive Vector3
- * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
- * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
- * * offset a positive integer, only used when pathArray contains a single path (offset = 10 means the point 1 is joined to the point 11), default rounded half size of the pathArray length
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
- * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
- * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
- * @returns the VertexData of the ribbon
- */
- static CreateRibbon(options: {
- pathArray: Vector3[][];
- closeArray?: boolean;
- closePath?: boolean;
- offset?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- invertUV?: boolean;
- uvs?: Vector2[];
- colors?: Color4[];
- }): VertexData;
- /**
- * Creates the VertexData for a box
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * size sets the width, height and depth of the box to the value of size, optional default 1
- * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
- * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
- * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
- * * faceUV an array of 6 Vector4 elements used to set different images to each box side
- * * faceColors an array of 6 Color3 elements used to set different colors to each box side
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- static CreateBox(options: {
- size?: number;
- width?: number;
- height?: number;
- depth?: number;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for an ellipsoid, defaults to a sphere
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * segments sets the number of horizontal strips optional, default 32
- * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
- * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
- * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
- * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
- * * arc a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the circumference (latitude) given by the arc value, optional, default 1
- * * slice a number from 0 to 1, to create an unclosed ellipsoid based on the fraction of the height (latitude) given by the arc value, optional, default 1
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the ellipsoid
- */
- static CreateSphere(options: {
- segments?: number;
- diameter?: number;
- diameterX?: number;
- diameterY?: number;
- diameterZ?: number;
- arc?: number;
- slice?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for a cylinder, cone or prism
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * height sets the height (y direction) of the cylinder, optional, default 2
- * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
- * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
- * * diameter sets the diameter of the top and bottom of the cone, optional default 1
- * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
- * * subdivisions` the number of rings along the cylinder height, optional, default 1
- * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
- * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the cylinder, cone or prism
- */
- static CreateCylinder(options: {
- height?: number;
- diameterTop?: number;
- diameterBottom?: number;
- diameter?: number;
- tessellation?: number;
- subdivisions?: number;
- arc?: number;
- faceColors?: Color4[];
- faceUV?: Vector4[];
- hasRings?: boolean;
- enclose?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for a torus
- * @param options an object used to set the following optional parameters for the box, required but can be empty
- * * diameter the diameter of the torus, optional default 1
- * * thickness the diameter of the tube forming the torus, optional default 0.5
- * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the torus
- */
- static CreateTorus(options: {
- diameter?: number;
- thickness?: number;
- tessellation?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData of the LineSystem
- * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
- * - lines an array of lines, each line being an array of successive Vector3
- * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
- * @returns the VertexData of the LineSystem
- */
- static CreateLineSystem(options: {
- lines: Vector3[][];
- colors?: Nullable<Color4[][]>;
- }): VertexData;
- /**
- * Create the VertexData for a DashedLines
- * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
- * - points an array successive Vector3
- * - dashSize the size of the dashes relative to the dash number, optional, default 3
- * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
- * - dashNb the intended total number of dashes, optional, default 200
- * @returns the VertexData for the DashedLines
- */
- static CreateDashedLines(options: {
- points: Vector3[];
- dashSize?: number;
- gapSize?: number;
- dashNb?: number;
- }): VertexData;
- /**
- * Creates the VertexData for a Ground
- * @param options an object used to set the following optional parameters for the Ground, required but can be empty
- * - width the width (x direction) of the ground, optional, default 1
- * - height the height (z direction) of the ground, optional, default 1
- * - subdivisions the number of subdivisions per side, optional, default 1
- * @returns the VertexData of the Ground
- */
- static CreateGround(options: {
- width?: number;
- height?: number;
- subdivisions?: number;
- subdivisionsX?: number;
- subdivisionsY?: number;
- }): VertexData;
- /**
- * Creates the VertexData for a TiledGround by subdividing the ground into tiles
- * @param options an object used to set the following optional parameters for the Ground, required but can be empty
- * * xmin the ground minimum X coordinate, optional, default -1
- * * zmin the ground minimum Z coordinate, optional, default -1
- * * xmax the ground maximum X coordinate, optional, default 1
- * * zmax the ground maximum Z coordinate, optional, default 1
- * * subdivisions a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the ground width and height creating 'tiles', default {w: 6, h: 6}
- * * precision a javascript object {w: positive integer, h: positive integer}, `w` and `h` are the numbers of subdivisions on the tile width and height, default {w: 2, h: 2}
- * @returns the VertexData of the TiledGround
- */
- static CreateTiledGround(options: {
- xmin: number;
- zmin: number;
- xmax: number;
- zmax: number;
- subdivisions?: {
- w: number;
- h: number;
- };
- precision?: {
- w: number;
- h: number;
- };
- }): VertexData;
- /**
- * Creates the VertexData of the Ground designed from a heightmap
- * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
- * * width the width (x direction) of the ground
- * * height the height (z direction) of the ground
- * * subdivisions the number of subdivisions per side
- * * minHeight the minimum altitude on the ground, optional, default 0
- * * maxHeight the maximum altitude on the ground, optional default 1
- * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
- * * buffer the array holding the image color data
- * * bufferWidth the width of image
- * * bufferHeight the height of image
- * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
- * @returns the VertexData of the Ground designed from a heightmap
- */
- static CreateGroundFromHeightMap(options: {
- width: number;
- height: number;
- subdivisions: number;
- minHeight: number;
- maxHeight: number;
- colorFilter: Color3;
- buffer: Uint8Array;
- bufferWidth: number;
- bufferHeight: number;
- alphaFilter: number;
- }): VertexData;
- /**
- * Creates the VertexData for a Plane
- * @param options an object used to set the following optional parameters for the plane, required but can be empty
- * * size sets the width and height of the plane to the value of size, optional default 1
- * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
- * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- static CreatePlane(options: {
- size?: number;
- width?: number;
- height?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData of the Disc or regular Polygon
- * @param options an object used to set the following optional parameters for the disc, required but can be empty
- * * radius the radius of the disc, optional default 0.5
- * * tessellation the number of polygon sides, optional, default 64
- * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the box
- */
- static CreateDisc(options: {
- radius?: number;
- tessellation?: number;
- arc?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
- * All parameters are provided by MeshBuilder.CreatePolygon as needed
- * @param polygon a mesh built from polygonTriangulation.build()
- * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * @param frontUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * @param backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the Polygon
- */
- static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
- /**
- * Creates the VertexData of the IcoSphere
- * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
- * * radius the radius of the IcoSphere, optional default 1
- * * radiusX allows stretching in the x direction, optional, default radius
- * * radiusY allows stretching in the y direction, optional, default radius
- * * radiusZ allows stretching in the z direction, optional, default radius
- * * flat when true creates a flat shaded mesh, optional, default true
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the IcoSphere
- */
- static CreateIcoSphere(options: {
- radius?: number;
- radiusX?: number;
- radiusY?: number;
- radiusZ?: number;
- flat?: boolean;
- subdivisions?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for a Polyhedron
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
- * * type provided types are:
- * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
- * * 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
- * * size the size of the IcoSphere, optional default 1
- * * sizeX allows stretching in the x direction, optional, default size
- * * sizeY allows stretching in the y direction, optional, default size
- * * sizeZ allows stretching in the z direction, optional, default size
- * * custom a number that overwrites the type to create from an extended set of polyhedron from https://www.babylonjs-playground.com/#21QRSK#15 with minimised editor
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
- * * flat when true creates a flat shaded mesh, optional, default true
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the Polyhedron
- */
- static CreatePolyhedron(options: {
- type?: number;
- size?: number;
- sizeX?: number;
- sizeY?: number;
- sizeZ?: number;
- custom?: any;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- flat?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Creates the VertexData for a TorusKnot
- * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
- * * radius the radius of the torus knot, optional, default 2
- * * tube the thickness of the tube, optional, default 0.5
- * * radialSegments the number of sides on each tube segments, optional, default 32
- * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
- * * p the number of windings around the z axis, optional, default 2
- * * q the number of windings around the x axis, optional, default 3
- * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
- * @returns the VertexData of the Torus Knot
- */
- static CreateTorusKnot(options: {
- radius?: number;
- tube?: number;
- radialSegments?: number;
- tubularSegments?: number;
- p?: number;
- q?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }): VertexData;
- /**
- * Compute normals for given positions and indices
- * @param positions an array of vertex positions, [...., x, y, z, ......]
- * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
- * @param normals an array of vertex normals, [...., x, y, z, ......]
- * @param options an object used to set the following optional parameters for the TorusKnot, optional
- * * facetNormals : optional array of facet normals (vector3)
- * * facetPositions : optional array of facet positions (vector3)
- * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
- * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
- * * bInfo : optional bounding info, required for facetPartitioning computation
- * * bbSize : optional bounding box size data, required for facetPartitioning computation
- * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
- * * useRightHandedSystem: optional boolean to for right handed system computation
- * * depthSort : optional boolean to enable the facet depth sort computation
- * * distanceTo : optional Vector3 to compute the facet depth from this location
- * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
- */
- static ComputeNormals(positions: any, indices: any, normals: any, options?: {
- facetNormals?: any;
- facetPositions?: any;
- facetPartitioning?: any;
- ratio?: number;
- bInfo?: any;
- bbSize?: Vector3;
- subDiv?: any;
- useRightHandedSystem?: boolean;
- depthSort?: boolean;
- distanceTo?: Vector3;
- depthSortedFacets?: any;
- }): void;
- private static _ComputeSides;
- /**
- * Applies VertexData created from the imported parameters to the geometry
- * @param parsedVertexData the parsed data from an imported file
- * @param geometry the geometry to apply the VertexData to
- */
- static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
- }
- }
- declare module BABYLON {
- /**
- * Class containing static functions to help procedurally build meshes
- */
- class MeshBuilder {
- private static updateSideOrientation;
- /**
- * Creates a box mesh
- * * The parameter `size` sets the size (float) of each box side (default 1)
- * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
- * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the box mesh
- */
- static CreateBox(name: string, options: {
- size?: number;
- width?: number;
- height?: number;
- depth?: number;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- updatable?: boolean;
- }, scene?: Nullable<Scene>): Mesh;
- /**
- * Creates a sphere mesh
- * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
- * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
- * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
- * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
- * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the sphere mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
- */
- static CreateSphere(name: string, options: {
- segments?: number;
- diameter?: number;
- diameterX?: number;
- diameterY?: number;
- diameterZ?: number;
- arc?: number;
- slice?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- updatable?: boolean;
- }, scene: any): Mesh;
- /**
- * Creates a plane polygonal mesh. By default, this is a disc
- * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
- * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
- * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the plane polygonal mesh
- * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
- */
- static CreateDisc(name: string, options: {
- radius?: number;
- tessellation?: number;
- arc?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene?: Nullable<Scene>): Mesh;
- /**
- * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
- * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
- * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
- * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
- * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the icosahedron mesh
- * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
- */
- static CreateIcoSphere(name: string, options: {
- radius?: number;
- radiusX?: number;
- radiusY?: number;
- radiusZ?: number;
- flat?: boolean;
- subdivisions?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- updatable?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
- * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
- * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
- * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
- * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
- * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
- * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
- * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
- * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
- * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
- * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the ribbon mesh
- * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
- */
- static CreateRibbon(name: string, options: {
- pathArray: Vector3[][];
- closeArray?: boolean;
- closePath?: boolean;
- offset?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- instance?: Mesh;
- invertUV?: boolean;
- uvs?: Vector2[];
- colors?: Color4[];
- }, scene?: Nullable<Scene>): Mesh;
- /**
- * Creates a cylinder or a cone mesh
- * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
- * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
- * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
- * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
- * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
- * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
- * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
- * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
- * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
- * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
- * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
- * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
- * * If `enclose` is false, a ring surface is one element.
- * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
- * * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the cylinder mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
- */
- static CreateCylinder(name: string, options: {
- height?: number;
- diameterTop?: number;
- diameterBottom?: number;
- diameter?: number;
- tessellation?: number;
- subdivisions?: number;
- arc?: number;
- faceColors?: Color4[];
- faceUV?: Vector4[];
- updatable?: boolean;
- hasRings?: boolean;
- enclose?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: any): Mesh;
- /**
- * Creates a torus mesh
- * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
- * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
- * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the torus mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
- */
- static CreateTorus(name: string, options: {
- diameter?: number;
- thickness?: number;
- tessellation?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: any): Mesh;
- /**
- * Creates a torus knot mesh
- * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
- * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
- * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
- * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the torus knot mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
- */
- static CreateTorusKnot(name: string, options: {
- radius?: number;
- tube?: number;
- radialSegments?: number;
- tubularSegments?: number;
- p?: number;
- q?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: any): Mesh;
- /**
- * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
- * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
- * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
- * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
- * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
- * * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
- * @param name defines the name of the new line system
- * @param options defines the options used to create the line system
- * @param scene defines the hosting scene
- * @returns a new line system mesh
- */
- static CreateLineSystem(name: string, options: {
- lines: Vector3[][];
- updatable?: boolean;
- instance?: Nullable<LinesMesh>;
- colors?: Nullable<Color4[][]>;
- useVertexAlpha?: boolean;
- }, scene: Nullable<Scene>): LinesMesh;
- /**
- * Creates a line mesh
- * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
- * * The parameter `points` is an array successive Vector3
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * * The optional parameter `colors` is an array of successive Color4, one per line point
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
- * * When updating an instance, remember that only point positions can change, not the number of points
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
- * @param name defines the name of the new line system
- * @param options defines the options used to create the line system
- * @param scene defines the hosting scene
- * @returns a new line mesh
- */
- static CreateLines(name: string, options: {
- points: Vector3[];
- updatable?: boolean;
- instance?: Nullable<LinesMesh>;
- colors?: Color4[];
- useVertexAlpha?: boolean;
- }, scene?: Nullable<Scene>): LinesMesh;
- /**
- * Creates a dashed line mesh
- * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
- * * The parameter `points` is an array successive Vector3
- * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
- * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
- * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
- * * When updating an instance, remember that only point positions can change, not the number of points
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the dashed line mesh
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
- */
- static CreateDashedLines(name: string, options: {
- points: Vector3[];
- dashSize?: number;
- gapSize?: number;
- dashNb?: number;
- updatable?: boolean;
- instance?: LinesMesh;
- }, scene?: Nullable<Scene>): LinesMesh;
- /**
- * Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
- * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
- * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
- * * The parameter `rotation` (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.
- * * The parameter `scale` (float, default 1) is the value to scale the shape.
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
- * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the extruded shape mesh
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
- */
- static ExtrudeShape(name: string, options: {
- shape: Vector3[];
- path: Vector3[];
- scale?: number;
- rotation?: number;
- cap?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- instance?: Mesh;
- invertUV?: boolean;
- }, scene?: Nullable<Scene>): Mesh;
- /**
- * Creates an custom extruded shape mesh.
- * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
- * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis.
- * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
- * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
- * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
- * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
- * * It must returns a float value that will be the scale value applied to the shape on each path point
- * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
- * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
- * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the custom extruded shape mesh
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
- */
- static ExtrudeShapeCustom(name: string, options: {
- shape: Vector3[];
- path: Vector3[];
- scaleFunction?: any;
- rotationFunction?: any;
- ribbonCloseArray?: boolean;
- ribbonClosePath?: boolean;
- cap?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- instance?: Mesh;
- invertUV?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates lathe mesh.
- * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
- * * The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
- * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
- * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
- * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
- * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
- * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the lathe mesh
- * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
- */
- static CreateLathe(name: string, options: {
- shape: Vector3[];
- radius?: number;
- tessellation?: number;
- clip?: number;
- arc?: number;
- closed?: boolean;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- cap?: number;
- invertUV?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates a plane mesh
- * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
- * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
- * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the plane mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
- */
- static CreatePlane(name: string, options: {
- size?: number;
- width?: number;
- height?: number;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- updatable?: boolean;
- sourcePlane?: Plane;
- }, scene: Scene): Mesh;
- /**
- * Creates a ground mesh
- * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
- * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the ground mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
- */
- static CreateGround(name: string, options: {
- width?: number;
- height?: number;
- subdivisions?: number;
- subdivisionsX?: number;
- subdivisionsY?: number;
- updatable?: boolean;
- }, scene: any): Mesh;
- /**
- * Creates a tiled ground mesh
- * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
- * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
- * * The parameter `subdivisions` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
- * * The parameter `precision` is a javascript object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the tiled ground mesh
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
- */
- static CreateTiledGround(name: string, options: {
- xmin: number;
- zmin: number;
- xmax: number;
- zmax: number;
- subdivisions?: {
- w: number;
- h: number;
- };
- precision?: {
- w: number;
- h: number;
- };
- updatable?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates a ground mesh from a height map
- * * The parameter `url` sets the URL of the height map image resource.
- * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
- * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
- * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
- * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
- * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
- * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
- * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
- * @param name defines the name of the mesh
- * @param url defines the url to the height map
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the ground mesh
- * @see http://doc.babylonjs.com/babylon101/height_map
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
- */
- static CreateGroundFromHeightMap(name: string, url: string, options: {
- width?: number;
- height?: number;
- subdivisions?: number;
- minHeight?: number;
- maxHeight?: number;
- colorFilter?: Color3;
- alphaFilter?: number;
- updatable?: boolean;
- onReady?: (mesh: GroundMesh) => void;
- }, scene: Scene): GroundMesh;
- /**
- * Creates a polygon mesh
- * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
- * * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
- * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
- * * Remember you can only change the shape positions, not their number when updating a polygon
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the polygon mesh
- */
- static CreatePolygon(name: string, options: {
- shape: Vector3[];
- holes?: Vector3[][];
- depth?: number;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: Scene): Mesh;
- /**
- * Creates an extruded polygon mesh, with depth in the Y direction.
- * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
- * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the polygon mesh
- */
- static ExtrudePolygon(name: string, options: {
- shape: Vector3[];
- holes?: Vector3[][];
- depth?: number;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: Scene): Mesh;
- /**
- * Creates a tube mesh.
- * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
- * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
- * * The parameter `radius` (positive float, default 1) sets the tube radius size
- * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
- * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
- * * This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path. It must return a radius value (positive float)
- * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
- * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the tube mesh
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
- */
- static CreateTube(name: string, options: {
- path: Vector3[];
- radius?: number;
- tessellation?: number;
- radiusFunction?: {
- (i: number, distance: number): number;
- };
- cap?: number;
- arc?: number;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- instance?: Mesh;
- invertUV?: boolean;
- }, scene: Scene): Mesh;
- /**
- * Creates a polyhedron mesh
- * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial to choose the wanted type
- * * The parameter `size` (positive float, default 1) sets the polygon size
- * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
- * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`
- * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron
- * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
- * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
- * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
- * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
- * @param name defines the name of the mesh
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the polyhedron mesh
- * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
- */
- static CreatePolyhedron(name: string, options: {
- type?: number;
- size?: number;
- sizeX?: number;
- sizeY?: number;
- sizeZ?: number;
- custom?: any;
- faceUV?: Vector4[];
- faceColors?: Color4[];
- flat?: boolean;
- updatable?: boolean;
- sideOrientation?: number;
- frontUVs?: Vector4;
- backUVs?: Vector4;
- }, scene: Scene): Mesh;
- /**
- * Creates a decal mesh.
- * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
- * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
- * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
- * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
- * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
- * @param name defines the name of the mesh
- * @param sourceMesh defines the mesh where the decal must be applied
- * @param options defines the options used to create the mesh
- * @param scene defines the hosting scene
- * @returns the decal mesh
- * @see http://doc.babylonjs.com/how_to/decals
- */
- static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
- position?: Vector3;
- normal?: Vector3;
- size?: Vector3;
- angle?: number;
- }): Mesh;
- private static _ExtrudeShapeGeneric;
- }
- }
- declare module BABYLON {
- /**
- * Class used to represent a specific level of detail of a mesh
- * @see http://doc.babylonjs.com/how_to/how_to_use_lod
- */
- class MeshLODLevel {
- /** Defines the distance where this level should star being displayed */
- distance: number;
- /** Defines the mesh to use to render this level */
- mesh: Nullable<Mesh>;
- /**
- * Creates a new LOD level
- * @param distance defines the distance where this level should star being displayed
- * @param mesh defines the mesh to use to render this level
- */
- constructor(
- /** Defines the distance where this level should star being displayed */
- distance: number,
- /** Defines the mesh to use to render this level */
- mesh: Nullable<Mesh>);
- }
- }
- declare module BABYLON {
- /**
- * A simplifier interface for future simplification implementations
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- interface ISimplifier {
- /**
- * Simplification of a given mesh according to the given settings.
- * Since this requires computation, it is assumed that the function runs async.
- * @param settings The settings of the simplification, including quality and distance
- * @param successCallback A callback that will be called after the mesh was simplified.
- * @param errorCallback in case of an error, this callback will be called. optional.
- */
- simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
- }
- /**
- * Expected simplification settings.
- * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- interface ISimplificationSettings {
- /**
- * Gets or sets the expected quality
- */
- quality: number;
- /**
- * Gets or sets the distance when this optimized version should be used
- */
- distance: number;
- /**
- * Gets an already optimized mesh
- */
- optimizeMesh?: boolean;
- }
- /**
- * Class used to specify simplification options
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- class SimplificationSettings implements ISimplificationSettings {
- /** expected quality */
- quality: number;
- /** distance when this optimized version should be used */
- distance: number;
- /** already optimized mesh */
- optimizeMesh?: boolean | undefined;
- /**
- * Creates a SimplificationSettings
- * @param quality expected quality
- * @param distance distance when this optimized version should be used
- * @param optimizeMesh already optimized mesh
- */
- constructor(
- /** expected quality */
- quality: number,
- /** distance when this optimized version should be used */
- distance: number,
- /** already optimized mesh */
- optimizeMesh?: boolean | undefined);
- }
- /**
- * Interface used to define a simplification task
- */
- interface ISimplificationTask {
- /**
- * Array of settings
- */
- settings: Array<ISimplificationSettings>;
- /**
- * Simplification type
- */
- simplificationType: SimplificationType;
- /**
- * Mesh to simplify
- */
- mesh: Mesh;
- /**
- * Callback called on success
- */
- successCallback?: () => void;
- /**
- * Defines if parallel processing can be used
- */
- parallelProcessing: boolean;
- }
- /**
- * Queue used to order the simplification tasks
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- class SimplificationQueue {
- private _simplificationArray;
- /**
- * Gets a boolean indicating that the process is still running
- */
- running: boolean;
- /**
- * Creates a new queue
- */
- constructor();
- /**
- * Adds a new simplification task
- * @param task defines a task to add
- */
- addTask(task: ISimplificationTask): void;
- /**
- * Execute next task
- */
- executeNext(): void;
- /**
- * Execute a simplification task
- * @param task defines the task to run
- */
- runSimplification(task: ISimplificationTask): void;
- private getSimplifier;
- }
- /**
- * The implemented types of simplification
- * At the moment only Quadratic Error Decimation is implemented
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- enum SimplificationType {
- /** Quadratic error decimation */
- QUADRATIC = 0
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _simplificationQueue: SimplificationQueue;
- /**
- * Gets or sets the simplification queue attached to the scene
- * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
- */
- simplificationQueue: SimplificationQueue;
- }
- interface Mesh {
- /**
- * Simplify the mesh according to the given array of settings.
- * Function will return immediately and will simplify async
- * @param settings a collection of simplification settings
- * @param parallelProcessing should all levels calculate parallel or one after the other
- * @param simplificationType the type of simplification to run
- * @param successCallback optional success callback to be called after the simplification finished processing all settings
- * @returns the current mesh
- */
- simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
- }
- /**
- * Defines the simplification queue scene component responsible to help scheduling the various simplification task
- * created in a scene
- */
- class SimplicationQueueSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- private _beforeCameraUpdate;
- }
- }
- declare module BABYLON {
- /**
- * Polygon
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
- */
- class Polygon {
- /**
- * Creates a rectangle
- * @param xmin bottom X coord
- * @param ymin bottom Y coord
- * @param xmax top X coord
- * @param ymax top Y coord
- * @returns points that make the resulting rectation
- */
- static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
- /**
- * Creates a circle
- * @param radius radius of circle
- * @param cx scale in x
- * @param cy scale in y
- * @param numberOfSides number of sides that make up the circle
- * @returns points that make the resulting circle
- */
- static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
- /**
- * Creates a polygon from input string
- * @param input Input polygon data
- * @returns the parsed points
- */
- static Parse(input: string): Vector2[];
- /**
- * Starts building a polygon from x and y coordinates
- * @param x x coordinate
- * @param y y coordinate
- * @returns the started path2
- */
- static StartingAt(x: number, y: number): Path2;
- }
- /**
- * Builds a polygon
- * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
- */
- class PolygonMeshBuilder {
- private _points;
- private _outlinepoints;
- private _holes;
- private _name;
- private _scene;
- private _epoints;
- private _eholes;
- private _addToepoint;
- /**
- * Creates a PolygonMeshBuilder
- * @param name name of the builder
- * @param contours Path of the polygon
- * @param scene scene to add to
- */
- constructor(name: string, contours: Path2 | Vector2[] | any, scene: Scene);
- /**
- * Adds a whole within the polygon
- * @param hole Array of points defining the hole
- * @returns this
- */
- addHole(hole: Vector2[]): PolygonMeshBuilder;
- /**
- * Creates the polygon
- * @param updatable If the mesh should be updatable
- * @param depth The depth of the mesh created
- * @returns the created mesh
- */
- build(updatable?: boolean, depth?: number): Mesh;
- /**
- * Adds a side to the polygon
- * @param positions points that make the polygon
- * @param normals normals of the polygon
- * @param uvs uvs of the polygon
- * @param indices indices of the polygon
- * @param bounds bounds of the polygon
- * @param points points of the polygon
- * @param depth depth of the polygon
- * @param flip flip of the polygon
- */
- private addSide;
- }
- }
- declare module BABYLON {
- /**
- * Base class for submeshes
- */
- class BaseSubMesh {
- /** @hidden */
- _materialDefines: Nullable<MaterialDefines>;
- /** @hidden */
- _materialEffect: Nullable<Effect>;
- /**
- * Gets associated effect
- */
- readonly effect: Nullable<Effect>;
- /**
- * Sets associated effect (effect used to render this submesh)
- * @param effect defines the effect to associate with
- * @param defines defines the set of defines used to compile this effect
- */
- setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
- }
- /**
- * Defines a subdivision inside a mesh
- */
- class SubMesh extends BaseSubMesh implements ICullable {
- /** the material index to use */
- materialIndex: number;
- /** vertex index start */
- verticesStart: number;
- /** vertices count */
- verticesCount: number;
- /** index start */
- indexStart: number;
- /** indices count */
- indexCount: number;
- /** @hidden */
- _linesIndexCount: number;
- private _mesh;
- private _renderingMesh;
- private _boundingInfo;
- private _linesIndexBuffer;
- /** @hidden */
- _lastColliderWorldVertices: Nullable<Vector3[]>;
- /** @hidden */
- _trianglePlanes: Plane[];
- /** @hidden */
- _lastColliderTransformMatrix: Matrix;
- /** @hidden */
- _renderId: number;
- /** @hidden */
- _alphaIndex: number;
- /** @hidden */
- _distanceToCamera: number;
- /** @hidden */
- _id: number;
- private _currentMaterial;
- /**
- * Add a new submesh to a mesh
- * @param materialIndex defines the material index to use
- * @param verticesStart defines vertex index start
- * @param verticesCount defines vertices count
- * @param indexStart defines index start
- * @param indexCount defines indices count
- * @param mesh defines the parent mesh
- * @param renderingMesh defines an optional rendering mesh
- * @param createBoundingBox defines if bounding box should be created for this submesh
- * @returns the new submesh
- */
- static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
- /**
- * Creates a new submesh
- * @param materialIndex defines the material index to use
- * @param verticesStart defines vertex index start
- * @param verticesCount defines vertices count
- * @param indexStart defines index start
- * @param indexCount defines indices count
- * @param mesh defines the parent mesh
- * @param renderingMesh defines an optional rendering mesh
- * @param createBoundingBox defines if bounding box should be created for this submesh
- */
- constructor(
- /** the material index to use */
- materialIndex: number,
- /** vertex index start */
- verticesStart: number,
- /** vertices count */
- verticesCount: number,
- /** index start */
- indexStart: number,
- /** indices count */
- indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
- /**
- * Returns true if this submesh covers the entire parent mesh
- * @ignorenaming
- */
- readonly IsGlobal: boolean;
- /**
- * Returns the submesh BoudingInfo object
- * @returns current bounding info (or mesh's one if the submesh is global)
- */
- getBoundingInfo(): BoundingInfo;
- /**
- * Sets the submesh BoundingInfo
- * @param boundingInfo defines the new bounding info to use
- * @returns the SubMesh
- */
- setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
- /**
- * Returns the mesh of the current submesh
- * @return the parent mesh
- */
- getMesh(): AbstractMesh;
- /**
- * Returns the rendering mesh of the submesh
- * @returns the rendering mesh (could be different from parent mesh)
- */
- getRenderingMesh(): Mesh;
- /**
- * Returns the submesh material
- * @returns null or the current material
- */
- getMaterial(): Nullable<Material>;
- /**
- * Sets a new updated BoundingInfo object to the submesh
- * @returns the SubMesh
- */
- refreshBoundingInfo(): SubMesh;
- /** @hidden */
- _checkCollision(collider: Collider): boolean;
- /**
- * Updates the submesh BoundingInfo
- * @param world defines the world matrix to use to update the bounding info
- * @returns the submesh
- */
- updateBoundingInfo(world: Matrix): SubMesh;
- /**
- * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
- * @param frustumPlanes defines the frustum planes
- * @returns true if the submesh is intersecting with the frustum
- */
- isInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
- * @param frustumPlanes defines the frustum planes
- * @returns true if the submesh is inside the frustum
- */
- isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
- /**
- * Renders the submesh
- * @param enableAlphaMode defines if alpha needs to be used
- * @returns the submesh
- */
- render(enableAlphaMode: boolean): SubMesh;
- /**
- * @hidden
- */
- _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): WebGLBuffer;
- /**
- * Checks if the submesh intersects with a ray
- * @param ray defines the ray to test
- * @returns true is the passed ray intersects the submesh bounding box
- */
- canIntersects(ray: Ray): boolean;
- /**
- * Intersects current submesh with a ray
- * @param ray defines the ray to test
- * @param positions defines mesh's positions array
- * @param indices defines mesh's indices array
- * @param fastCheck defines if only bounding info should be used
- * @returns intersection info or null if no intersection
- */
- intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean): Nullable<IntersectionInfo>;
- /** @hidden */
- private _intersectLines;
- /** @hidden */
- private _intersectTriangles;
- /** @hidden */
- _rebuild(): void;
- /**
- * Creates a new submesh from the passed mesh
- * @param newMesh defines the new hosting mesh
- * @param newRenderingMesh defines an optional rendering mesh
- * @returns the new submesh
- */
- clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
- /**
- * Release associated resources
- */
- dispose(): void;
- /**
- * Creates a new submesh from indices data
- * @param materialIndex the index of the main mesh material
- * @param startIndex the index where to start the copy in the mesh indices array
- * @param indexCount the number of indices to copy then from the startIndex
- * @param mesh the main mesh to create the submesh from
- * @param renderingMesh the optional rendering mesh
- * @returns a new submesh
- */
- static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
- }
- }
- declare module BABYLON {
- /**
- * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
- * @see https://doc.babylonjs.com/how_to/transformnode
- */
- class TransformNode extends Node {
- /**
- * Object will not rotate to face the camera
- */
- static BILLBOARDMODE_NONE: number;
- /**
- * Object will rotate to face the camera but only on the x axis
- */
- static BILLBOARDMODE_X: number;
- /**
- * Object will rotate to face the camera but only on the y axis
- */
- static BILLBOARDMODE_Y: number;
- /**
- * Object will rotate to face the camera but only on the z axis
- */
- static BILLBOARDMODE_Z: number;
- /**
- * Object will rotate to face the camera
- */
- static BILLBOARDMODE_ALL: number;
- private _forward;
- private _forwardInverted;
- private _up;
- private _right;
- private _rightInverted;
- private _position;
- private _rotation;
- private _rotationQuaternion;
- protected _scaling: Vector3;
- protected _isDirty: boolean;
- private _transformToBoneReferal;
- /**
- * Set the billboard mode. Default is 0.
- *
- * | Value | Type | Description |
- * | --- | --- | --- |
- * | 0 | BILLBOARDMODE_NONE | |
- * | 1 | BILLBOARDMODE_X | |
- * | 2 | BILLBOARDMODE_Y | |
- * | 4 | BILLBOARDMODE_Z | |
- * | 7 | BILLBOARDMODE_ALL | |
- *
- */
- billboardMode: number;
- /**
- * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
- */
- scalingDeterminant: number;
- /**
- * Sets the distance of the object to max, often used by skybox
- */
- infiniteDistance: boolean;
- /**
- * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
- * By default the system will update normals to compensate
- */
- ignoreNonUniformScaling: boolean;
- /** @hidden */
- _poseMatrix: Matrix;
- private _localWorld;
- private _absolutePosition;
- private _pivotMatrix;
- private _pivotMatrixInverse;
- private _postMultiplyPivotMatrix;
- protected _isWorldMatrixFrozen: boolean;
- /**
- * An event triggered after the world matrix is updated
- */
- onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
- constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
- /**
- * Gets a string identifying the name of the class
- * @returns "TransformNode" string
- */
- getClassName(): string;
- /**
- * Gets or set the node position (default is (0.0, 0.0, 0.0))
- */
- position: Vector3;
- /**
- * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
- * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
- */
- rotation: Vector3;
- /**
- * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
- */
- scaling: Vector3;
- /**
- * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
- * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
- */
- rotationQuaternion: Nullable<Quaternion>;
- /**
- * The forward direction of that transform in world space.
- */
- readonly forward: Vector3;
- /**
- * The up direction of that transform in world space.
- */
- readonly up: Vector3;
- /**
- * The right direction of that transform in world space.
- */
- readonly right: Vector3;
- /**
- * Copies the parameter passed Matrix into the mesh Pose matrix.
- * @param matrix the matrix to copy the pose from
- * @returns this TransformNode.
- */
- updatePoseMatrix(matrix: Matrix): TransformNode;
- /**
- * Returns the mesh Pose matrix.
- * @returns the pose matrix
- */
- getPoseMatrix(): Matrix;
- /** @hidden */
- _isSynchronized(): boolean;
- /** @hidden */
- _initCache(): void;
- /**
- * Flag the transform node as dirty (Forcing it to update everything)
- * @param property if set to "rotation" the objects rotationQuaternion will be set to null
- * @returns this transform node
- */
- markAsDirty(property: string): TransformNode;
- /**
- * Returns the current mesh absolute position.
- * Returns a Vector3.
- */
- readonly absolutePosition: Vector3;
- /**
- * Sets a new matrix to apply before all other transformation
- * @param matrix defines the transform matrix
- * @returns the current TransformNode
- */
- setPreTransformMatrix(matrix: Matrix): TransformNode;
- /**
- * Sets a new pivot matrix to the current node
- * @param matrix defines the new pivot matrix to use
- * @param postMultiplyPivotMatrix defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
- * @returns the current TransformNode
- */
- setPivotMatrix(matrix: Matrix, postMultiplyPivotMatrix?: boolean): TransformNode;
- /**
- * Returns the mesh pivot matrix.
- * Default : Identity.
- * @returns the matrix
- */
- getPivotMatrix(): Matrix;
- /**
- * Prevents the World matrix to be computed any longer.
- * @returns the TransformNode.
- */
- freezeWorldMatrix(): TransformNode;
- /**
- * Allows back the World matrix computation.
- * @returns the TransformNode.
- */
- unfreezeWorldMatrix(): this;
- /**
- * True if the World matrix has been frozen.
- */
- readonly isWorldMatrixFrozen: boolean;
- /**
- * Retuns the mesh absolute position in the World.
- * @returns a Vector3.
- */
- getAbsolutePosition(): Vector3;
- /**
- * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
- * @param absolutePosition the absolute position to set
- * @returns the TransformNode.
- */
- setAbsolutePosition(absolutePosition: Vector3): TransformNode;
- /**
- * Sets the mesh position in its local space.
- * @param vector3 the position to set in localspace
- * @returns the TransformNode.
- */
- setPositionWithLocalVector(vector3: Vector3): TransformNode;
- /**
- * Returns the mesh position in the local space from the current World matrix values.
- * @returns a new Vector3.
- */
- getPositionExpressedInLocalSpace(): Vector3;
- /**
- * Translates the mesh along the passed Vector3 in its local space.
- * @param vector3 the distance to translate in localspace
- * @returns the TransformNode.
- */
- locallyTranslate(vector3: Vector3): TransformNode;
- private static _lookAtVectorCache;
- /**
- * Orients a mesh towards a target point. Mesh must be drawn facing user.
- * @param targetPoint the position (must be in same space as current mesh) to look at
- * @param yawCor optional yaw (y-axis) correction in radians
- * @param pitchCor optional pitch (x-axis) correction in radians
- * @param rollCor optional roll (z-axis) correction in radians
- * @param space the choosen space of the target
- * @returns the TransformNode.
- */
- lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
- /**
- * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
- * This Vector3 is expressed in the World space.
- * @param localAxis axis to rotate
- * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
- */
- getDirection(localAxis: Vector3): Vector3;
- /**
- * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
- * localAxis is expressed in the mesh local space.
- * result is computed in the Wordl space from the mesh World matrix.
- * @param localAxis axis to rotate
- * @param result the resulting transformnode
- * @returns this TransformNode.
- */
- getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
- /**
- * Sets a new pivot point to the current node
- * @param point defines the new pivot point to use
- * @param space defines if the point is in world or local space (local by default)
- * @returns the current TransformNode
- */
- setPivotPoint(point: Vector3, space?: Space): TransformNode;
- /**
- * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
- * @returns the pivot point
- */
- getPivotPoint(): Vector3;
- /**
- * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
- * @param result the vector3 to store the result
- * @returns this TransformNode.
- */
- getPivotPointToRef(result: Vector3): TransformNode;
- /**
- * Returns a new Vector3 set with the mesh pivot point World coordinates.
- * @returns a new Vector3 set with the mesh pivot point World coordinates.
- */
- getAbsolutePivotPoint(): Vector3;
- /**
- * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
- * @param result vector3 to store the result
- * @returns this TransformNode.
- */
- getAbsolutePivotPointToRef(result: Vector3): TransformNode;
- /**
- * Defines the passed node as the parent of the current node.
- * The node will remain exactly where it is and its position / rotation will be updated accordingly
- * @param node the node ot set as the parent
- * @returns this TransformNode.
- */
- setParent(node: Nullable<Node>): TransformNode;
- private _nonUniformScaling;
- /**
- * True if the scaling property of this object is non uniform eg. (1,2,1)
- */
- readonly nonUniformScaling: boolean;
- /** @hidden */
- _updateNonUniformScalingState(value: boolean): boolean;
- /**
- * Attach the current TransformNode to another TransformNode associated with a bone
- * @param bone Bone affecting the TransformNode
- * @param affectedTransformNode TransformNode associated with the bone
- * @returns this object
- */
- attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
- /**
- * Detach the transform node if its associated with a bone
- * @returns this object
- */
- detachFromBone(): TransformNode;
- private static _rotationAxisCache;
- /**
- * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
- * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
- * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
- * The passed axis is also normalized.
- * @param axis the axis to rotate around
- * @param amount the amount to rotate in radians
- * @param space Space to rotate in (Default: local)
- * @returns the TransformNode.
- */
- rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
- /**
- * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
- * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
- * The passed axis is also normalized. .
- * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
- * @param point the point to rotate around
- * @param axis the axis to rotate around
- * @param amount the amount to rotate in radians
- * @returns the TransformNode
- */
- rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
- /**
- * Translates the mesh along the axis vector for the passed distance in the given space.
- * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
- * @param axis the axis to translate in
- * @param distance the distance to translate
- * @param space Space to rotate in (Default: local)
- * @returns the TransformNode.
- */
- translate(axis: Vector3, distance: number, space?: Space): TransformNode;
- /**
- * Adds a rotation step to the mesh current rotation.
- * x, y, z are Euler angles expressed in radians.
- * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
- * This means this rotation is made in the mesh local space only.
- * It's useful to set a custom rotation order different from the BJS standard one YXZ.
- * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
- * ```javascript
- * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
- * ```
- * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
- * Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.
- * @param x Rotation to add
- * @param y Rotation to add
- * @param z Rotation to add
- * @returns the TransformNode.
- */
- addRotation(x: number, y: number, z: number): TransformNode;
- /**
- * Computes the world matrix of the node
- * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
- * @returns the world matrix
- */
- computeWorldMatrix(force?: boolean): Matrix;
- protected _afterComputeWorldMatrix(): void;
- /**
- * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
- * @param func callback function to add
- *
- * @returns the TransformNode.
- */
- registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
- /**
- * Removes a registered callback function.
- * @param func callback function to remove
- * @returns the TransformNode.
- */
- unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
- /**
- * Clone the current transform node
- * @param name Name of the new clone
- * @param newParent New parent for the clone
- * @param doNotCloneChildren Do not clone children hierarchy
- * @returns the new transform node
- */
- clone(name: string, newParent: Node, doNotCloneChildren?: boolean): Nullable<TransformNode>;
- /**
- * Serializes the objects information.
- * @param currentSerializationObject defines the object to serialize in
- * @returns the serialized object
- */
- serialize(currentSerializationObject?: any): any;
- /**
- * Returns a new TransformNode object parsed from the source provided.
- * @param parsedTransformNode is the source.
- * @param scene the scne the object belongs to
- * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
- * @returns a new TransformNode object parsed from the source provided.
- */
- static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
- /**
- * Releases resources associated with this transform node.
- * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
- * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
- */
- dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Specialized buffer used to store vertex data
- */
- class VertexBuffer {
- /** @hidden */
- _buffer: Buffer;
- private _kind;
- private _size;
- private _ownsBuffer;
- private _instanced;
- private _instanceDivisor;
- /**
- * The byte type.
- */
- static readonly BYTE: number;
- /**
- * The unsigned byte type.
- */
- static readonly UNSIGNED_BYTE: number;
- /**
- * The short type.
- */
- static readonly SHORT: number;
- /**
- * The unsigned short type.
- */
- static readonly UNSIGNED_SHORT: number;
- /**
- * The integer type.
- */
- static readonly INT: number;
- /**
- * The unsigned integer type.
- */
- static readonly UNSIGNED_INT: number;
- /**
- * The float type.
- */
- static readonly FLOAT: number;
- /**
- * Gets or sets the instance divisor when in instanced mode
- */
- instanceDivisor: number;
- /**
- * Gets the byte stride.
- */
- readonly byteStride: number;
- /**
- * Gets the byte offset.
- */
- readonly byteOffset: number;
- /**
- * Gets whether integer data values should be normalized into a certain range when being casted to a float.
- */
- readonly normalized: boolean;
- /**
- * Gets the data type of each component in the array.
- */
- readonly type: number;
- /**
- * Constructor
- * @param engine the engine
- * @param data the data to use for this vertex buffer
- * @param kind the vertex buffer kind
- * @param updatable whether the data is updatable
- * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
- * @param stride the stride (optional)
- * @param instanced whether the buffer is instanced (optional)
- * @param offset the offset of the data (optional)
- * @param size the number of components (optional)
- * @param type the type of the component (optional)
- * @param normalized whether the data contains normalized data (optional)
- * @param useBytes set to true if stride and offset are in bytes (optional)
- */
- constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean);
- /** @hidden */
- _rebuild(): void;
- /**
- * Returns the kind of the VertexBuffer (string)
- * @returns a string
- */
- getKind(): string;
- /**
- * Gets a boolean indicating if the VertexBuffer is updatable?
- * @returns true if the buffer is updatable
- */
- isUpdatable(): boolean;
- /**
- * Gets current buffer's data
- * @returns a DataArray or null
- */
- getData(): Nullable<DataArray>;
- /**
- * Gets underlying native buffer
- * @returns underlying native buffer
- */
- getBuffer(): Nullable<WebGLBuffer>;
- /**
- * Gets the stride in float32 units (i.e. byte stride / 4).
- * May not be an integer if the byte stride is not divisible by 4.
- * DEPRECATED. Use byteStride instead.
- * @returns the stride in float32 units
- */
- getStrideSize(): number;
- /**
- * Returns the offset as a multiple of the type byte length.
- * DEPRECATED. Use byteOffset instead.
- * @returns the offset in bytes
- */
- getOffset(): number;
- /**
- * Returns the number of components per vertex attribute (integer)
- * @returns the size in float
- */
- getSize(): number;
- /**
- * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
- * @returns true if this buffer is instanced
- */
- getIsInstanced(): boolean;
- /**
- * Returns the instancing divisor, zero for non-instanced (integer).
- * @returns a number
- */
- getInstanceDivisor(): number;
- /**
- * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
- * @param data defines the data to store
- */
- create(data?: DataArray): void;
- /**
- * Updates the underlying buffer according to the passed numeric array or Float32Array.
- * This function will create a new buffer if the current one is not updatable
- * @param data defines the data to store
- */
- update(data: DataArray): void;
- /**
- * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
- * Returns the directly updated WebGLBuffer.
- * @param data the new data
- * @param offset the new offset
- * @param useBytes set to true if the offset is in bytes
- */
- updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
- /**
- * Disposes the VertexBuffer and the underlying WebGLBuffer.
- */
- dispose(): void;
- /**
- * Enumerates each value of this vertex buffer as numbers.
- * @param count the number of values to enumerate
- * @param callback the callback function called for each value
- */
- forEach(count: number, callback: (value: number, index: number) => void): void;
- /**
- * Positions
- */
- static readonly PositionKind: string;
- /**
- * Normals
- */
- static readonly NormalKind: string;
- /**
- * Tangents
- */
- static readonly TangentKind: string;
- /**
- * Texture coordinates
- */
- static readonly UVKind: string;
- /**
- * Texture coordinates 2
- */
- static readonly UV2Kind: string;
- /**
- * Texture coordinates 3
- */
- static readonly UV3Kind: string;
- /**
- * Texture coordinates 4
- */
- static readonly UV4Kind: string;
- /**
- * Texture coordinates 5
- */
- static readonly UV5Kind: string;
- /**
- * Texture coordinates 6
- */
- static readonly UV6Kind: string;
- /**
- * Colors
- */
- static readonly ColorKind: string;
- /**
- * Matrix indices (for bones)
- */
- static readonly MatricesIndicesKind: string;
- /**
- * Matrix weights (for bones)
- */
- static readonly MatricesWeightsKind: string;
- /**
- * Additional matrix indices (for bones)
- */
- static readonly MatricesIndicesExtraKind: string;
- /**
- * Additional matrix weights (for bones)
- */
- static readonly MatricesWeightsExtraKind: string;
- /**
- * Deduces the stride given a kind.
- * @param kind The kind string to deduce
- * @returns The deduced stride
- */
- static DeduceStride(kind: string): number;
- /**
- * Gets the byte length of the given type.
- * @param type the type
- * @returns the number of bytes
- */
- static GetTypeByteLength(type: number): number;
- /**
- * Enumerates each value of the given parameters as numbers.
- * @param data the data to enumerate
- * @param byteOffset the byte offset of the data
- * @param byteStride the byte stride of the data
- * @param componentCount the number of components per element
- * @param componentType the type of the component
- * @param count the total number of components
- * @param normalized whether the data is normalized
- * @param callback the callback function called for each value
- */
- static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
- private static _GetFloatValue;
- }
- }
- declare module BABYLON {
- /**
- * Defines a target to use with MorphTargetManager
- * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
- */
- class MorphTarget implements IAnimatable {
- /** defines the name of the target */
- name: string;
- /**
- * Gets or sets the list of animations
- */
- animations: Animation[];
- private _scene;
- private _positions;
- private _normals;
- private _tangents;
- private _influence;
- /**
- * Observable raised when the influence changes
- */
- onInfluenceChanged: Observable<boolean>;
- /** @hidden */
- _onDataLayoutChanged: Observable<void>;
- /**
- * Gets or sets the influence of this target (ie. its weight in the overall morphing)
- */
- influence: number;
- private _animationPropertiesOverride;
- /**
- * Gets or sets the animation properties override
- */
- animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
- /**
- * Creates a new MorphTarget
- * @param name defines the name of the target
- * @param influence defines the influence to use
- */
- constructor(
- /** defines the name of the target */
- name: string, influence?: number, scene?: Nullable<Scene>);
- /**
- * Gets a boolean defining if the target contains position data
- */
- readonly hasPositions: boolean;
- /**
- * Gets a boolean defining if the target contains normal data
- */
- readonly hasNormals: boolean;
- /**
- * Gets a boolean defining if the target contains tangent data
- */
- readonly hasTangents: boolean;
- /**
- * Affects position data to this target
- * @param data defines the position data to use
- */
- setPositions(data: Nullable<FloatArray>): void;
- /**
- * Gets the position data stored in this target
- * @returns a FloatArray containing the position data (or null if not present)
- */
- getPositions(): Nullable<FloatArray>;
- /**
- * Affects normal data to this target
- * @param data defines the normal data to use
- */
- setNormals(data: Nullable<FloatArray>): void;
- /**
- * Gets the normal data stored in this target
- * @returns a FloatArray containing the normal data (or null if not present)
- */
- getNormals(): Nullable<FloatArray>;
- /**
- * Affects tangent data to this target
- * @param data defines the tangent data to use
- */
- setTangents(data: Nullable<FloatArray>): void;
- /**
- * Gets the tangent data stored in this target
- * @returns a FloatArray containing the tangent data (or null if not present)
- */
- getTangents(): Nullable<FloatArray>;
- /**
- * Serializes the current target into a Serialization object
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Creates a new target from serialized data
- * @param serializationObject defines the serialized data to use
- * @returns a new MorphTarget
- */
- static Parse(serializationObject: any): MorphTarget;
- /**
- * Creates a MorphTarget from mesh data
- * @param mesh defines the source mesh
- * @param name defines the name to use for the new target
- * @param influence defines the influence to attach to the target
- * @returns a new MorphTarget
- */
- static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
- }
- }
- declare module BABYLON {
- /**
- * This class is used to deform meshes using morphing between different targets
- * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
- */
- class MorphTargetManager {
- private _targets;
- private _targetInfluenceChangedObservers;
- private _targetDataLayoutChangedObservers;
- private _activeTargets;
- private _scene;
- private _influences;
- private _supportsNormals;
- private _supportsTangents;
- private _vertexCount;
- private _uniqueId;
- private _tempInfluences;
- /**
- * Creates a new MorphTargetManager
- * @param scene defines the current scene
- */
- constructor(scene?: Nullable<Scene>);
- /**
- * Gets the unique ID of this manager
- */
- readonly uniqueId: number;
- /**
- * Gets the number of vertices handled by this manager
- */
- readonly vertexCount: number;
- /**
- * Gets a boolean indicating if this manager supports morphing of normals
- */
- readonly supportsNormals: boolean;
- /**
- * Gets a boolean indicating if this manager supports morphing of tangents
- */
- readonly supportsTangents: boolean;
- /**
- * Gets the number of targets stored in this manager
- */
- readonly numTargets: number;
- /**
- * Gets the number of influencers (ie. the number of targets with influences > 0)
- */
- readonly numInfluencers: number;
- /**
- * Gets the list of influences (one per target)
- */
- readonly influences: Float32Array;
- /**
- * Gets the active target at specified index. An active target is a target with an influence > 0
- * @param index defines the index to check
- * @returns the requested target
- */
- getActiveTarget(index: number): MorphTarget;
- /**
- * Gets the target at specified index
- * @param index defines the index to check
- * @returns the requested target
- */
- getTarget(index: number): MorphTarget;
- /**
- * Add a new target to this manager
- * @param target defines the target to add
- */
- addTarget(target: MorphTarget): void;
- /**
- * Removes a target from the manager
- * @param target defines the target to remove
- */
- removeTarget(target: MorphTarget): void;
- /**
- * Serializes the current manager into a Serialization object
- * @returns the serialized object
- */
- serialize(): any;
- private _syncActiveTargets;
- /**
- * Syncrhonize the targets with all the meshes using this morph target manager
- */
- synchronize(): void;
- /**
- * Creates a new MorphTargetManager from serialized data
- * @param serializationObject defines the serialized data
- * @param scene defines the hosting scene
- * @returns the new MorphTargetManager
- */
- static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
- }
- }
- declare module BABYLON {
- /**
- * This represents the base class for particle system in Babylon.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
- * @example https://doc.babylonjs.com/babylon101/particles
- */
- class BaseParticleSystem {
- /**
- * Source color is added to the destination color without alpha affecting the result
- */
- static BLENDMODE_ONEONE: number;
- /**
- * Blend current color and particle color using particle’s alpha
- */
- static BLENDMODE_STANDARD: number;
- /**
- * Add current color and particle color multiplied by particle’s alpha
- */
- static BLENDMODE_ADD: number;
- /**
- * Multiply current color with particle color
- */
- static BLENDMODE_MULTIPLY: number;
- /**
- * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
- */
- static BLENDMODE_MULTIPLYADD: number;
- /**
- * List of animations used by the particle system.
- */
- animations: Animation[];
- /**
- * The id of the Particle system.
- */
- id: string;
- /**
- * The friendly name of the Particle system.
- */
- name: string;
- /**
- * The rendering group used by the Particle system to chose when to render.
- */
- renderingGroupId: number;
- /**
- * The emitter represents the Mesh or position we are attaching the particle system to.
- */
- emitter: Nullable<AbstractMesh | Vector3>;
- /**
- * The maximum number of particles to emit per frame
- */
- emitRate: number;
- /**
- * If you want to launch only a few particles at once, that can be done, as well.
- */
- manualEmitCount: number;
- /**
- * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
- */
- updateSpeed: number;
- /**
- * The amount of time the particle system is running (depends of the overall update speed).
- */
- targetStopDuration: number;
- /**
- * Specifies whether the particle system will be disposed once it reaches the end of the animation.
- */
- disposeOnStop: boolean;
- /**
- * Minimum power of emitting particles.
- */
- minEmitPower: number;
- /**
- * Maximum power of emitting particles.
- */
- maxEmitPower: number;
- /**
- * Minimum life time of emitting particles.
- */
- minLifeTime: number;
- /**
- * Maximum life time of emitting particles.
- */
- maxLifeTime: number;
- /**
- * Minimum Size of emitting particles.
- */
- minSize: number;
- /**
- * Maximum Size of emitting particles.
- */
- maxSize: number;
- /**
- * Minimum scale of emitting particles on X axis.
- */
- minScaleX: number;
- /**
- * Maximum scale of emitting particles on X axis.
- */
- maxScaleX: number;
- /**
- * Minimum scale of emitting particles on Y axis.
- */
- minScaleY: number;
- /**
- * Maximum scale of emitting particles on Y axis.
- */
- maxScaleY: number;
- /**
- * Gets or sets the minimal initial rotation in radians.
- */
- minInitialRotation: number;
- /**
- * Gets or sets the maximal initial rotation in radians.
- */
- maxInitialRotation: number;
- /**
- * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- minAngularSpeed: number;
- /**
- * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- maxAngularSpeed: number;
- /**
- * The texture used to render each particle. (this can be a spritesheet)
- */
- particleTexture: Nullable<Texture>;
- /**
- * The layer mask we are rendering the particles through.
- */
- layerMask: number;
- /**
- * This can help using your own shader to render the particle system.
- * The according effect will be created
- */
- customShader: any;
- /**
- * By default particle system starts as soon as they are created. This prevents the
- * automatic start to happen and let you decide when to start emitting particles.
- */
- preventAutoStart: boolean;
- /**
- * Gets or sets a texture used to add random noise to particle positions
- */
- noiseTexture: Nullable<ProceduralTexture>;
- /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
- noiseStrength: Vector3;
- /**
- * Callback triggered when the particle animation is ending.
- */
- onAnimationEnd: Nullable<() => void>;
- /**
- * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
- */
- blendMode: number;
- /**
- * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
- * to override the particles.
- */
- forceDepthWrite: boolean;
- /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
- preWarmCycles: number;
- /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
- preWarmStepOffset: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
- */
- spriteCellChangeSpeed: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
- */
- startSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
- */
- endSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
- */
- spriteCellWidth: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
- */
- spriteCellHeight: number;
- /**
- * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
- */
- spriteRandomStartCell: boolean;
- /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
- translationPivot: Vector2;
- /** @hidden */
- protected _isAnimationSheetEnabled: boolean;
- /**
- * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
- */
- beginAnimationOnStart: boolean;
- /**
- * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
- */
- beginAnimationFrom: number;
- /**
- * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
- */
- beginAnimationTo: number;
- /**
- * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
- */
- beginAnimationLoop: boolean;
- /**
- * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
- */
- isAnimationSheetEnabled: boolean;
- /**
- * Get hosting scene
- * @returns the scene
- */
- getScene(): Scene;
- /**
- * You can use gravity if you want to give an orientation to your particles.
- */
- gravity: Vector3;
- protected _colorGradients: Nullable<Array<ColorGradient>>;
- protected _sizeGradients: Nullable<Array<FactorGradient>>;
- protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
- protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
- protected _velocityGradients: Nullable<Array<FactorGradient>>;
- protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
- protected _dragGradients: Nullable<Array<FactorGradient>>;
- protected _emitRateGradients: Nullable<Array<FactorGradient>>;
- protected _startSizeGradients: Nullable<Array<FactorGradient>>;
- protected _rampGradients: Nullable<Array<Color3Gradient>>;
- protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
- protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
- protected _hasTargetStopDurationDependantGradient(): boolean | null;
- /**
- * Defines the delay in milliseconds before starting the system (0 by default)
- */
- startDelay: number;
- /**
- * Gets the current list of drag gradients.
- * You must use addDragGradient and removeDragGradient to udpate this list
- * @returns the list of drag gradients
- */
- getDragGradients(): Nullable<Array<FactorGradient>>;
- /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
- limitVelocityDamping: number;
- /**
- * Gets the current list of limit velocity gradients.
- * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
- * @returns the list of limit velocity gradients
- */
- getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of color gradients.
- * You must use addColorGradient and removeColorGradient to udpate this list
- * @returns the list of color gradients
- */
- getColorGradients(): Nullable<Array<ColorGradient>>;
- /**
- * Gets the current list of size gradients.
- * You must use addSizeGradient and removeSizeGradient to udpate this list
- * @returns the list of size gradients
- */
- getSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of color remap gradients.
- * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
- * @returns the list of color remap gradients
- */
- getColorRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of alpha remap gradients.
- * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
- * @returns the list of alpha remap gradients
- */
- getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of life time gradients.
- * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
- * @returns the list of life time gradients
- */
- getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of angular speed gradients.
- * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
- * @returns the list of angular speed gradients
- */
- getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of velocity gradients.
- * You must use addVelocityGradient and removeVelocityGradient to udpate this list
- * @returns the list of velocity gradients
- */
- getVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of start size gradients.
- * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
- * @returns the list of start size gradients
- */
- getStartSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of emit rate gradients.
- * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
- * @returns the list of emit rate gradients
- */
- getEmitRateGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- * This only works when particleEmitterTyps is a BoxParticleEmitter
- */
- direction1: Vector3;
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- * This only works when particleEmitterTyps is a BoxParticleEmitter
- */
- direction2: Vector3;
- /**
- * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
- * This only works when particleEmitterTyps is a BoxParticleEmitter
- */
- minEmitBox: Vector3;
- /**
- * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
- * This only works when particleEmitterTyps is a BoxParticleEmitter
- */
- maxEmitBox: Vector3;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors
- */
- color1: Color4;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors
- */
- color2: Color4;
- /**
- * Color the particle will have at the end of its lifetime
- */
- colorDead: Color4;
- /**
- * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
- */
- textureMask: Color4;
- /**
- * The particle emitter type defines the emitter used by the particle system.
- * It can be for example box, sphere, or cone...
- */
- particleEmitterType: IParticleEmitterType;
- /** @hidden */
- _isSubEmitter: boolean;
- /**
- * Gets or sets the billboard mode to use when isBillboardBased = true.
- * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
- */
- billboardMode: number;
- protected _isBillboardBased: boolean;
- /**
- * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
- */
- isBillboardBased: boolean;
- /**
- * The scene the particle system belongs to.
- */
- protected _scene: Scene;
- /**
- * Local cache of defines for image processing.
- */
- protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
- /**
- * Default configuration related to image processing available in the standard Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Attaches a new image processing configuration to the Standard Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
- /** @hidden */
- protected _reset(): void;
- /** @hidden */
- protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
- /**
- * Instantiates a particle system.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * @param name The name of the particle system
- */
- constructor(name: string);
- /**
- * Creates a Point Emitter for the particle system (emits directly from the emitter position)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @returns the emitter
- */
- createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
- /**
- * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
- * @param radius The radius of the hemisphere to emit from
- * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
- /**
- * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
- * @param radius The radius of the sphere to emit from
- * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
- /**
- * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the sphere to emit from
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
- * @returns the emitter
- */
- createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
- /**
- * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
- * @param radius The radius of the emission cylinder
- * @param height The height of the emission cylinder
- * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
- * @param directionRandomizer How much to randomize the particle direction [0-1]
- * @returns the emitter
- */
- createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
- /**
- * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the cylinder to emit from
- * @param height The height of the emission cylinder
- * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @returns the emitter
- */
- createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
- /**
- * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
- * @param radius The radius of the cone to emit from
- * @param angle The base angle of the cone
- * @returns the emitter
- */
- createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
- /**
- * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @returns the emitter
- */
- createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
- }
- }
- declare module BABYLON {
- /**
- * This represents a GPU particle system in Babylon
- * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
- * @see https://www.babylonjs-playground.com/#PU4WYI#4
- */
- class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
- /**
- * The layer mask we are rendering the particles through.
- */
- layerMask: number;
- private _capacity;
- private _activeCount;
- private _currentActiveCount;
- private _accumulatedCount;
- private _renderEffect;
- private _updateEffect;
- private _buffer0;
- private _buffer1;
- private _spriteBuffer;
- private _updateVAO;
- private _renderVAO;
- private _targetIndex;
- private _sourceBuffer;
- private _targetBuffer;
- private _engine;
- private _currentRenderId;
- private _started;
- private _stopped;
- private _timeDelta;
- private _randomTexture;
- private _randomTexture2;
- private _attributesStrideSize;
- private _updateEffectOptions;
- private _randomTextureSize;
- private _actualFrame;
- private readonly _rawTextureWidth;
- /**
- * Gets a boolean indicating if the GPU particles can be rendered on current browser
- */
- static readonly IsSupported: boolean;
- /**
- * An event triggered when the system is disposed.
- */
- onDisposeObservable: Observable<GPUParticleSystem>;
- /**
- * Gets the maximum number of particles active at the same time.
- * @returns The max number of active particles.
- */
- getCapacity(): number;
- /**
- * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
- * to override the particles.
- */
- forceDepthWrite: boolean;
- /**
- * Gets or set the number of active particles
- */
- activeParticleCount: number;
- private _preWarmDone;
- /**
- * Is this system ready to be used/rendered
- * @return true if the system is ready
- */
- isReady(): boolean;
- /**
- * Gets if the system has been started. (Note: this will still be true after stop is called)
- * @returns True if it has been started, otherwise false.
- */
- isStarted(): boolean;
- /**
- * Starts the particle system and begins to emit
- * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
- */
- start(delay?: number): void;
- /**
- * Stops the particle system.
- */
- stop(): void;
- /**
- * Remove all active particles
- */
- reset(): void;
- /**
- * Returns the string "GPUParticleSystem"
- * @returns a string containing the class name
- */
- getClassName(): string;
- private _colorGradientsTexture;
- protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
- /**
- * Adds a new color gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color1 defines the color to affect to the specified gradient
- * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
- * @returns the current particle system
- */
- addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeColorGradient(gradient: number): GPUParticleSystem;
- private _angularSpeedGradientsTexture;
- private _sizeGradientsTexture;
- private _velocityGradientsTexture;
- private _limitVelocityGradientsTexture;
- private _dragGradientsTexture;
- private _addFactorGradient;
- /**
- * Adds a new size gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the size factor to affect to the specified gradient
- * @returns the current particle system
- */
- addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeSizeGradient(gradient: number): GPUParticleSystem;
- /**
- * Adds a new angular speed gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the angular speed to affect to the specified gradient
- * @returns the current particle system
- */
- addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
- /**
- * Remove a specific angular speed gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
- /**
- * Adds a new velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the velocity to affect to the specified gradient
- * @returns the current particle system
- */
- addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
- /**
- * Remove a specific velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeVelocityGradient(gradient: number): GPUParticleSystem;
- /**
- * Adds a new limit velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the limit velocity value to affect to the specified gradient
- * @returns the current particle system
- */
- addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
- /**
- * Remove a specific limit velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
- /**
- * Adds a new drag gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the drag value to affect to the specified gradient
- * @returns the current particle system
- */
- addDragGradient(gradient: number, factor: number): GPUParticleSystem;
- /**
- * Remove a specific drag gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeDragGradient(gradient: number): GPUParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the emit rate value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeEmitRateGradient(gradient: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the start size value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeStartSizeGradient(gradient: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the color remap minimal range
- * @param max defines the color remap maximal range
- * @returns the current particle system
- */
- addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeColorRemapGradient(gradient: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the alpha remap minimal range
- * @param max defines the alpha remap maximal range
- * @returns the current particle system
- */
- addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAlphaRemapGradient(gradient: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color defines the color to affect to the specified gradient
- * @returns the current particle system
- */
- addRampGradient(gradient: number, color: Color3): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeRampGradient(gradient: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @returns the list of ramp gradients
- */
- getRampGradients(): Nullable<Array<Color3Gradient>>;
- /**
- * Not supported by GPUParticleSystem
- * Gets or sets a boolean indicating that ramp gradients must be used
- * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
- */
- useRampGradients: boolean;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the life time factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Not supported by GPUParticleSystem
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLifeTimeGradient(gradient: number): IParticleSystem;
- /**
- * Instantiates a GPU particle system.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * @param name The name of the particle system
- * @param options The options used to create the system
- * @param scene The scene the particle system belongs to
- * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
- */
- constructor(name: string, options: Partial<{
- capacity: number;
- randomTextureSize: number;
- }>, scene: Scene, isAnimationSheetEnabled?: boolean);
- protected _reset(): void;
- private _createUpdateVAO;
- private _createRenderVAO;
- private _initialize;
- /** @hidden */
- _recreateUpdateEffect(): void;
- /** @hidden */
- _recreateRenderEffect(): void;
- /**
- * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
- * @param preWarm defines if we are in the pre-warmimg phase
- */
- animate(preWarm?: boolean): void;
- private _createFactorGradientTexture;
- private _createSizeGradientTexture;
- private _createAngularSpeedGradientTexture;
- private _createVelocityGradientTexture;
- private _createLimitVelocityGradientTexture;
- private _createDragGradientTexture;
- private _createColorGradientTexture;
- /**
- * Renders the particle system in its current state
- * @param preWarm defines if the system should only update the particles but not render them
- * @returns the current number of particles
- */
- render(preWarm?: boolean): number;
- /**
- * Rebuilds the particle system
- */
- rebuild(): void;
- private _releaseBuffers;
- private _releaseVAOs;
- /**
- * Disposes the particle system and free the associated resources
- * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
- */
- dispose(disposeTexture?: boolean): void;
- /**
- * Clones the particle system.
- * @param name The name of the cloned object
- * @param newEmitter The new emitter to use
- * @returns the cloned particle system
- */
- clone(name: string, newEmitter: any): GPUParticleSystem;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parses a JSON object to create a GPU particle system.
- * @param parsedParticleSystem The JSON object to parse
- * @param scene The scene to create the particle system in
- * @param rootUrl The root url to use to load external dependencies like texture
- * @param doNotStart Ignore the preventAutoStart attribute and does not start
- * @returns the parsed GPU particle system
- */
- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
- }
- }
- declare module BABYLON {
- /**
- * Interface representing a particle system in Babylon.js.
- * This groups the common functionalities that needs to be implemented in order to create a particle system.
- * A particle system represents a way to manage particles from their emission to their animation and rendering.
- */
- interface IParticleSystem {
- /**
- * List of animations used by the particle system.
- */
- animations: Animation[];
- /**
- * The id of the Particle system.
- */
- id: string;
- /**
- * The name of the Particle system.
- */
- name: string;
- /**
- * The emitter represents the Mesh or position we are attaching the particle system to.
- */
- emitter: Nullable<AbstractMesh | Vector3>;
- /**
- * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
- */
- isBillboardBased: boolean;
- /**
- * The rendering group used by the Particle system to chose when to render.
- */
- renderingGroupId: number;
- /**
- * The layer mask we are rendering the particles through.
- */
- layerMask: number;
- /**
- * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
- */
- updateSpeed: number;
- /**
- * The amount of time the particle system is running (depends of the overall update speed).
- */
- targetStopDuration: number;
- /**
- * The texture used to render each particle. (this can be a spritesheet)
- */
- particleTexture: Nullable<Texture>;
- /**
- * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
- */
- blendMode: number;
- /**
- * Minimum life time of emitting particles.
- */
- minLifeTime: number;
- /**
- * Maximum life time of emitting particles.
- */
- maxLifeTime: number;
- /**
- * Minimum Size of emitting particles.
- */
- minSize: number;
- /**
- * Maximum Size of emitting particles.
- */
- maxSize: number;
- /**
- * Minimum scale of emitting particles on X axis.
- */
- minScaleX: number;
- /**
- * Maximum scale of emitting particles on X axis.
- */
- maxScaleX: number;
- /**
- * Minimum scale of emitting particles on Y axis.
- */
- minScaleY: number;
- /**
- * Maximum scale of emitting particles on Y axis.
- */
- maxScaleY: number;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors.
- */
- color1: Color4;
- /**
- * Random color of each particle after it has been emitted, between color1 and color2 vectors.
- */
- color2: Color4;
- /**
- * Color the particle will have at the end of its lifetime.
- */
- colorDead: Color4;
- /**
- * The maximum number of particles to emit per frame until we reach the activeParticleCount value
- */
- emitRate: number;
- /**
- * You can use gravity if you want to give an orientation to your particles.
- */
- gravity: Vector3;
- /**
- * Minimum power of emitting particles.
- */
- minEmitPower: number;
- /**
- * Maximum power of emitting particles.
- */
- maxEmitPower: number;
- /**
- * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- minAngularSpeed: number;
- /**
- * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
- */
- maxAngularSpeed: number;
- /**
- * Gets or sets the minimal initial rotation in radians.
- */
- minInitialRotation: number;
- /**
- * Gets or sets the maximal initial rotation in radians.
- */
- maxInitialRotation: number;
- /**
- * The particle emitter type defines the emitter used by the particle system.
- * It can be for example box, sphere, or cone...
- */
- particleEmitterType: Nullable<IParticleEmitterType>;
- /**
- * Defines the delay in milliseconds before starting the system (0 by default)
- */
- startDelay: number;
- /**
- * Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0
- */
- preWarmCycles: number;
- /**
- * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
- */
- preWarmStepOffset: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
- */
- spriteCellChangeSpeed: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
- */
- startSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
- */
- endSpriteCellID: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
- */
- spriteCellWidth: number;
- /**
- * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
- */
- spriteCellHeight: number;
- /**
- * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
- */
- spriteRandomStartCell: boolean;
- /**
- * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
- */
- isAnimationSheetEnabled: boolean;
- /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
- translationPivot: Vector2;
- /**
- * Gets or sets a texture used to add random noise to particle positions
- */
- noiseTexture: Nullable<BaseTexture>;
- /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
- noiseStrength: Vector3;
- /**
- * Gets or sets the billboard mode to use when isBillboardBased = true.
- * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
- */
- billboardMode: number;
- /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
- limitVelocityDamping: number;
- /**
- * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
- */
- beginAnimationOnStart: boolean;
- /**
- * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
- */
- beginAnimationFrom: number;
- /**
- * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
- */
- beginAnimationTo: number;
- /**
- * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
- */
- beginAnimationLoop: boolean;
- /**
- * Specifies whether the particle system will be disposed once it reaches the end of the animation.
- */
- disposeOnStop: boolean;
- /**
- * Gets the maximum number of particles active at the same time.
- * @returns The max number of active particles.
- */
- getCapacity(): number;
- /**
- * Gets if the system has been started. (Note: this will still be true after stop is called)
- * @returns True if it has been started, otherwise false.
- */
- isStarted(): boolean;
- /**
- * Animates the particle system for this frame.
- */
- animate(): void;
- /**
- * Renders the particle system in its current state.
- * @returns the current number of particles
- */
- render(): number;
- /**
- * Dispose the particle system and frees its associated resources.
- * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
- */
- dispose(disposeTexture?: boolean): void;
- /**
- * Clones the particle system.
- * @param name The name of the cloned object
- * @param newEmitter The new emitter to use
- * @returns the cloned particle system
- */
- clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Rebuild the particle system
- */
- rebuild(): void;
- /**
- * Starts the particle system and begins to emit
- * @param delay defines the delay in milliseconds before starting the system (0 by default)
- */
- start(delay?: number): void;
- /**
- * Stops the particle system.
- */
- stop(): void;
- /**
- * Remove all active particles
- */
- reset(): void;
- /**
- * Is this system ready to be used/rendered
- * @return true if the system is ready
- */
- isReady(): boolean;
- /**
- * Adds a new color gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color1 defines the color to affect to the specified gradient
- * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
- * @returns the current particle system
- */
- addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeColorGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new size gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the size factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeSizeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of color gradients.
- * You must use addColorGradient and removeColorGradient to udpate this list
- * @returns the list of color gradients
- */
- getColorGradients(): Nullable<Array<ColorGradient>>;
- /**
- * Gets the current list of size gradients.
- * You must use addSizeGradient and removeSizeGradient to udpate this list
- * @returns the list of size gradients
- */
- getSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of angular speed gradients.
- * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
- * @returns the list of angular speed gradients
- */
- getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new angular speed gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the angular speed to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific angular speed gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAngularSpeedGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of velocity gradients.
- * You must use addVelocityGradient and removeVelocityGradient to udpate this list
- * @returns the list of velocity gradients
- */
- getVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the velocity to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of limit velocity gradients.
- * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
- * @returns the list of limit velocity gradients
- */
- getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new limit velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the limit velocity to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific limit velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLimitVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new drag gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the drag to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific drag gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeDragGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of drag gradients.
- * You must use addDragGradient and removeDragGradient to udpate this list
- * @returns the list of drag gradients
- */
- getDragGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the emit rate to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific emit rate gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeEmitRateGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of emit rate gradients.
- * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
- * @returns the list of emit rate gradients
- */
- getEmitRateGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the start size to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific start size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeStartSizeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of start size gradients.
- * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
- * @returns the list of start size gradients
- */
- getStartSizeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new life time gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the life time factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific life time gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLifeTimeGradient(gradient: number): IParticleSystem;
- /**
- * Gets the current list of life time gradients.
- * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
- * @returns the list of life time gradients
- */
- getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Gets the current list of color gradients.
- * You must use addColorGradient and removeColorGradient to udpate this list
- * @returns the list of color gradients
- */
- getColorGradients(): Nullable<Array<ColorGradient>>;
- /**
- * Adds a new ramp gradient used to remap particle colors
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color defines the color to affect to the specified gradient
- * @returns the current particle system
- */
- addRampGradient(gradient: number, color: Color3): IParticleSystem;
- /**
- * Gets the current list of ramp gradients.
- * You must use addRampGradient and removeRampGradient to udpate this list
- * @returns the list of ramp gradients
- */
- getRampGradients(): Nullable<Array<Color3Gradient>>;
- /** Gets or sets a boolean indicating that ramp gradients must be used
- * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
- */
- useRampGradients: boolean;
- /**
- * Adds a new color remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the color remap minimal range
- * @param max defines the color remap maximal range
- * @returns the current particle system
- */
- addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Gets the current list of color remap gradients.
- * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
- * @returns the list of color remap gradients
- */
- getColorRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Adds a new alpha remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the alpha remap minimal range
- * @param max defines the alpha remap maximal range
- * @returns the current particle system
- */
- addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Gets the current list of alpha remap gradients.
- * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
- * @returns the list of alpha remap gradients
- */
- getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
- /**
- * Creates a Point Emitter for the particle system (emits directly from the emitter position)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @returns the emitter
- */
- createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
- /**
- * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
- * @param radius The radius of the hemisphere to emit from
- * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
- /**
- * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
- * @param radius The radius of the sphere to emit from
- * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
- * @returns the emitter
- */
- createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
- /**
- * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the sphere to emit from
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
- * @returns the emitter
- */
- createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
- /**
- * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
- * @param radius The radius of the emission cylinder
- * @param height The height of the emission cylinder
- * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
- * @param directionRandomizer How much to randomize the particle direction [0-1]
- * @returns the emitter
- */
- createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
- /**
- * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
- * @param radius The radius of the cylinder to emit from
- * @param height The height of the emission cylinder
- * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
- * @returns the emitter
- */
- createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
- /**
- * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
- * @param radius The radius of the cone to emit from
- * @param angle The base angle of the cone
- * @returns the emitter
- */
- createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
- /**
- * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
- * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
- * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
- * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
- * @returns the emitter
- */
- createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
- /**
- * Get hosting scene
- * @returns the scene
- */
- getScene(): Scene;
- }
- }
- declare module BABYLON {
- /**
- * A particle represents one of the element emitted by a particle system.
- * This is mainly define by its coordinates, direction, velocity and age.
- */
- class Particle {
- /**
- * The particle system the particle belongs to.
- */
- particleSystem: ParticleSystem;
- private static _Count;
- /**
- * Unique ID of the particle
- */
- id: number;
- /**
- * The world position of the particle in the scene.
- */
- position: Vector3;
- /**
- * The world direction of the particle in the scene.
- */
- direction: Vector3;
- /**
- * The color of the particle.
- */
- color: Color4;
- /**
- * The color change of the particle per step.
- */
- colorStep: Color4;
- /**
- * Defines how long will the life of the particle be.
- */
- lifeTime: number;
- /**
- * The current age of the particle.
- */
- age: number;
- /**
- * The current size of the particle.
- */
- size: number;
- /**
- * The current scale of the particle.
- */
- scale: Vector2;
- /**
- * The current angle of the particle.
- */
- angle: number;
- /**
- * Defines how fast is the angle changing.
- */
- angularSpeed: number;
- /**
- * Defines the cell index used by the particle to be rendered from a sprite.
- */
- cellIndex: number;
- /**
- * The information required to support color remapping
- */
- remapData: Vector4;
- /** @hidden */
- _randomCellOffset?: number;
- /** @hidden */
- _initialDirection: Nullable<Vector3>;
- /** @hidden */
- _attachedSubEmitters: Nullable<Array<SubEmitter>>;
- /** @hidden */
- _initialStartSpriteCellID: number;
- /** @hidden */
- _initialEndSpriteCellID: number;
- /** @hidden */
- _currentColorGradient: Nullable<ColorGradient>;
- /** @hidden */
- _currentColor1: Color4;
- /** @hidden */
- _currentColor2: Color4;
- /** @hidden */
- _currentSizeGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentSize1: number;
- /** @hidden */
- _currentSize2: number;
- /** @hidden */
- _currentAngularSpeedGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentAngularSpeed1: number;
- /** @hidden */
- _currentAngularSpeed2: number;
- /** @hidden */
- _currentVelocityGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentVelocity1: number;
- /** @hidden */
- _currentVelocity2: number;
- /** @hidden */
- _currentLimitVelocityGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentLimitVelocity1: number;
- /** @hidden */
- _currentLimitVelocity2: number;
- /** @hidden */
- _currentDragGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentDrag1: number;
- /** @hidden */
- _currentDrag2: number;
- /** @hidden */
- _randomNoiseCoordinates1: Vector3;
- /** @hidden */
- _randomNoiseCoordinates2: Vector3;
- /**
- * Creates a new instance Particle
- * @param particleSystem the particle system the particle belongs to
- */
- constructor(
- /**
- * The particle system the particle belongs to.
- */
- particleSystem: ParticleSystem);
- private updateCellInfoFromSystem;
- /**
- * Defines how the sprite cell index is updated for the particle
- */
- updateCellIndex(): void;
- /** @hidden */
- _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
- /** @hidden */
- _inheritParticleInfoToSubEmitters(): void;
- /** @hidden */
- _reset(): void;
- /**
- * Copy the properties of particle to another one.
- * @param other the particle to copy the information to.
- */
- copyTo(other: Particle): void;
- }
- }
- declare module BABYLON {
- /**
- * This class is made for on one-liner static method to help creating particle system set.
- */
- class ParticleHelper {
- /**
- * Gets or sets base Assets URL
- */
- static BaseAssetsUrl: string;
- /**
- * Create a default particle system that you can tweak
- * @param emitter defines the emitter to use
- * @param capacity defines the system capacity (default is 500 particles)
- * @param scene defines the hosting scene
- * @param useGPU defines if a GPUParticleSystem must be created (default is false)
- * @returns the new Particle system
- */
- static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
- /**
- * This is the main static method (one-liner) of this helper to create different particle systems
- * @param type This string represents the type to the particle system to create
- * @param scene The scene where the particle system should live
- * @param gpu If the system will use gpu
- * @returns the ParticleSystemSet created
- */
- static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
- /**
- * Static function used to export a particle system to a ParticleSystemSet variable.
- * Please note that the emitter shape is not exported
- * @param systems defines the particle systems to export
- * @returns the created particle system set
- */
- static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
- }
- }
- declare module BABYLON {
- /**
- * This represents a particle system in Babylon.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
- * @example https://doc.babylonjs.com/babylon101/particles
- */
- class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
- /**
- * Billboard mode will only apply to Y axis
- */
- static readonly BILLBOARDMODE_Y: number;
- /**
- * Billboard mode will apply to all axes
- */
- static readonly BILLBOARDMODE_ALL: number;
- /**
- * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
- */
- static readonly BILLBOARDMODE_STRETCHED: number;
- /**
- * This function can be defined to provide custom update for active particles.
- * This function will be called instead of regular update (age, position, color, etc.).
- * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
- */
- updateFunction: (particles: Particle[]) => void;
- private _emitterWorldMatrix;
- /**
- * This function can be defined to specify initial direction for every new particle.
- * It by default use the emitterType defined function
- */
- startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
- /**
- * This function can be defined to specify initial position for every new particle.
- * It by default use the emitterType defined function
- */
- startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
- /**
- * @hidden
- */
- _inheritedVelocityOffset: Vector3;
- /**
- * An event triggered when the system is disposed
- */
- onDisposeObservable: Observable<ParticleSystem>;
- private _onDisposeObserver;
- /**
- * Sets a callback that will be triggered when the system is disposed
- */
- onDispose: () => void;
- private _particles;
- private _epsilon;
- private _capacity;
- private _stockParticles;
- private _newPartsExcess;
- private _vertexData;
- private _vertexBuffer;
- private _vertexBuffers;
- private _spriteBuffer;
- private _indexBuffer;
- private _effect;
- private _customEffect;
- private _cachedDefines;
- private _scaledColorStep;
- private _colorDiff;
- private _scaledDirection;
- private _scaledGravity;
- private _currentRenderId;
- private _alive;
- private _useInstancing;
- private _started;
- private _stopped;
- private _actualFrame;
- private _scaledUpdateSpeed;
- private _vertexBufferSize;
- /** @hidden */
- _currentEmitRateGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentEmitRate1: number;
- /** @hidden */
- _currentEmitRate2: number;
- /** @hidden */
- _currentStartSizeGradient: Nullable<FactorGradient>;
- /** @hidden */
- _currentStartSize1: number;
- /** @hidden */
- _currentStartSize2: number;
- private readonly _rawTextureWidth;
- private _rampGradientsTexture;
- private _useRampGradients;
- /** Gets or sets a boolean indicating that ramp gradients must be used
- * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
- */
- useRampGradients: boolean;
- /**
- * The Sub-emitters templates that will be used to generate the sub particle system to be associated with the system, this property is used by the root particle system only.
- * When a particle is spawned, an array will be chosen at random and all the emitters in that array will be attached to the particle. (Default: [])
- */
- subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
- private _subEmitters;
- /**
- * @hidden
- * If the particle systems emitter should be disposed when the particle system is disposed
- */
- _disposeEmitterOnDispose: boolean;
- /**
- * The current active Sub-systems, this property is used by the root particle system only.
- */
- activeSubSystems: Array<ParticleSystem>;
- private _rootParticleSystem;
- /**
- * Gets the current list of active particles
- */
- readonly particles: Particle[];
- /**
- * Returns the string "ParticleSystem"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Instantiates a particle system.
- * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
- * @param name The name of the particle system
- * @param capacity The max number of particles alive at the same time
- * @param scene The scene the particle system belongs to
- * @param customEffect a custom effect used to change the way particles are rendered by default
- * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
- * @param epsilon Offset used to render the particles
- */
- constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
- private _addFactorGradient;
- private _removeFactorGradient;
- /**
- * Adds a new life time gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the life time factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific life time gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLifeTimeGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new size gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the size factor to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeSizeGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new color remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the color remap minimal range
- * @param max defines the color remap maximal range
- * @returns the current particle system
- */
- addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Remove a specific color remap gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeColorRemapGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new alpha remap gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param min defines the alpha remap minimal range
- * @param max defines the alpha remap maximal range
- * @returns the current particle system
- */
- addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
- /**
- * Remove a specific alpha remap gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAlphaRemapGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new angular speed gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the angular speed to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific angular speed gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeAngularSpeedGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the velocity to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new limit velocity gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the limit velocity value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific limit velocity gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeLimitVelocityGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new drag gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the drag value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific drag gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeDragGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the emit rate value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific emit rate gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeEmitRateGradient(gradient: number): IParticleSystem;
- /**
- * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param factor defines the start size value to affect to the specified gradient
- * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
- * @returns the current particle system
- */
- addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
- /**
- * Remove a specific start size gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeStartSizeGradient(gradient: number): IParticleSystem;
- private _createRampGradientTexture;
- /**
- * Gets the current list of ramp gradients.
- * You must use addRampGradient and removeRampGradient to udpate this list
- * @returns the list of ramp gradients
- */
- getRampGradients(): Nullable<Array<Color3Gradient>>;
- /**
- * Adds a new ramp gradient used to remap particle colors
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color defines the color to affect to the specified gradient
- * @returns the current particle system
- */
- addRampGradient(gradient: number, color: Color3): ParticleSystem;
- /**
- * Remove a specific ramp gradient
- * @param gradient defines the gradient to remove
- * @returns the current particle system
- */
- removeRampGradient(gradient: number): ParticleSystem;
- /**
- * Adds a new color gradient
- * @param gradient defines the gradient to use (between 0 and 1)
- * @param color1 defines the color to affect to the specified gradient
- * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
- * @returns this particle system
- */
- addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
- /**
- * Remove a specific color gradient
- * @param gradient defines the gradient to remove
- * @returns this particle system
- */
- removeColorGradient(gradient: number): IParticleSystem;
- private _fetchR;
- protected _reset(): void;
- private _resetEffect;
- private _createVertexBuffers;
- private _createIndexBuffer;
- /**
- * Gets the maximum number of particles active at the same time.
- * @returns The max number of active particles.
- */
- getCapacity(): number;
- /**
- * Gets whether there are still active particles in the system.
- * @returns True if it is alive, otherwise false.
- */
- isAlive(): boolean;
- /**
- * Gets if the system has been started. (Note: this will still be true after stop is called)
- * @returns True if it has been started, otherwise false.
- */
- isStarted(): boolean;
- private _prepareSubEmitterInternalArray;
- /**
- * Starts the particle system and begins to emit
- * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
- */
- start(delay?: number): void;
- /**
- * Stops the particle system.
- * @param stopSubEmitters if true it will stop the current system and all created sub-Systems if false it will stop the current root system only, this param is used by the root particle system only. the default value is true.
- */
- stop(stopSubEmitters?: boolean): void;
- /**
- * Remove all active particles
- */
- reset(): void;
- /**
- * @hidden (for internal use only)
- */
- _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
- /**
- * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
- * Its lifetime will start back at 0.
- */
- recycleParticle: (particle: Particle) => void;
- private _stopSubEmitters;
- private _createParticle;
- private _removeFromRoot;
- private _emitFromParticle;
- private _update;
- /** @hidden */
- static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
- /** @hidden */
- static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
- /** @hidden */
- private _getEffect;
- /**
- * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
- * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
- */
- animate(preWarmOnly?: boolean): void;
- private _appendParticleVertices;
- /**
- * Rebuilds the particle system.
- */
- rebuild(): void;
- /**
- * Is this system ready to be used/rendered
- * @return true if the system is ready
- */
- isReady(): boolean;
- private _render;
- /**
- * Renders the particle system in its current state.
- * @returns the current number of particles
- */
- render(): number;
- /**
- * Disposes the particle system and free the associated resources
- * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
- */
- dispose(disposeTexture?: boolean): void;
- /**
- * Clones the particle system.
- * @param name The name of the cloned object
- * @param newEmitter The new emitter to use
- * @returns the cloned particle system
- */
- clone(name: string, newEmitter: any): ParticleSystem;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /** @hidden */
- static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
- /** @hidden */
- static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
- /**
- * Parses a JSON object to create a particle system.
- * @param parsedParticleSystem The JSON object to parse
- * @param scene The scene to create the particle system in
- * @param rootUrl The root url to use to load external dependencies like texture
- * @param doNotStart Ignore the preventAutoStart attribute and does not start
- * @returns the Parsed particle system
- */
- static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
- }
- }
- declare module BABYLON {
- interface Engine {
- /**
- * Create an effect to use with particle systems.
- * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
- * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
- * @param uniformsNames defines a list of attribute names
- * @param samplers defines an array of string used to represent textures
- * @param defines defines the string containing the defines to use to compile the shaders
- * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
- * @param onCompiled defines a function to call when the effect creation is successful
- * @param onError defines a function to call when the effect creation has failed
- * @returns the new Effect
- */
- createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
- }
- interface Mesh {
- /**
- * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
- * @returns an array of IParticleSystem
- */
- getEmittedParticleSystems(): IParticleSystem[];
- /**
- * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
- * @returns an array of IParticleSystem
- */
- getHierarchyEmittedParticleSystems(): IParticleSystem[];
- }
- }
- declare module BABYLON {
- /**
- * Represents a set of particle systems working together to create a specific effect
- */
- class ParticleSystemSet implements IDisposable {
- private _emitterCreationOptions;
- private _emitterNode;
- /**
- * Gets the particle system list
- */
- systems: IParticleSystem[];
- /**
- * Gets the emitter node used with this set
- */
- readonly emitterNode: Nullable<TransformNode>;
- /**
- * Creates a new emitter mesh as a sphere
- * @param options defines the options used to create the sphere
- * @param renderingGroupId defines the renderingGroupId to use for the sphere
- * @param scene defines the hosting scene
- */
- setEmitterAsSphere(options: {
- diameter: number;
- segments: number;
- color: Color3;
- }, renderingGroupId: number, scene: Scene): void;
- /**
- * Starts all particle systems of the set
- * @param emitter defines an optional mesh to use as emitter for the particle systems
- */
- start(emitter?: AbstractMesh): void;
- /**
- * Release all associated resources
- */
- dispose(): void;
- /**
- * Serialize the set into a JSON compatible object
- * @returns a JSON compatible representation of the set
- */
- serialize(): any;
- /**
- * Parse a new ParticleSystemSet from a serialized source
- * @param data defines a JSON compatible representation of the set
- * @param scene defines the hosting scene
- * @param gpu defines if we want GPU particles or CPU particles
- * @returns a new ParticleSystemSet
- */
- static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
- }
- }
- declare module BABYLON {
- /**
- * Represents one particle of a solid particle system.
- */
- class SolidParticle {
- /**
- * particle global index
- */
- idx: number;
- /**
- * The color of the particle
- */
- color: Nullable<Color4>;
- /**
- * The world space position of the particle.
- */
- position: Vector3;
- /**
- * The world space rotation of the particle. (Not use if rotationQuaternion is set)
- */
- rotation: Vector3;
- /**
- * The world space rotation quaternion of the particle.
- */
- rotationQuaternion: Nullable<Quaternion>;
- /**
- * The scaling of the particle.
- */
- scaling: Vector3;
- /**
- * The uvs of the particle.
- */
- uvs: Vector4;
- /**
- * The current speed of the particle.
- */
- velocity: Vector3;
- /**
- * The pivot point in the particle local space.
- */
- pivot: Vector3;
- /**
- * Must the particle be translated from its pivot point in its local space ?
- * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
- * Default : false
- */
- translateFromPivot: boolean;
- /**
- * Is the particle active or not ?
- */
- alive: boolean;
- /**
- * Is the particle visible or not ?
- */
- isVisible: boolean;
- /**
- * Index of this particle in the global "positions" array (Internal use)
- * @hidden
- */
- _pos: number;
- /**
- * @hidden Index of this particle in the global "indices" array (Internal use)
- */
- _ind: number;
- /**
- * @hidden ModelShape of this particle (Internal use)
- */
- _model: ModelShape;
- /**
- * ModelShape id of this particle
- */
- shapeId: number;
- /**
- * Index of the particle in its shape id (Internal use)
- */
- idxInShape: number;
- /**
- * @hidden Reference to the shape model BoundingInfo object (Internal use)
- */
- _modelBoundingInfo: BoundingInfo;
- /**
- * @hidden Particle BoundingInfo object (Internal use)
- */
- _boundingInfo: BoundingInfo;
- /**
- * @hidden Reference to the SPS what the particle belongs to (Internal use)
- */
- _sps: SolidParticleSystem;
- /**
- * @hidden Still set as invisible in order to skip useless computations (Internal use)
- */
- _stillInvisible: boolean;
- /**
- * @hidden Last computed particle rotation matrix
- */
- _rotationMatrix: number[];
- /**
- * Parent particle Id, if any.
- * Default null.
- */
- parentId: Nullable<number>;
- /**
- * @hidden Internal global position in the SPS.
- */
- _globalPosition: Vector3;
- /**
- * Creates a Solid Particle object.
- * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
- * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
- * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
- * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
- * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
- * @param shapeId (integer) is the model shape identifier in the SPS.
- * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
- * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
- */
- constructor(particleIndex: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
- /**
- * Legacy support, changed scale to scaling
- */
- /**
- * Legacy support, changed scale to scaling
- */
- scale: Vector3;
- /**
- * Legacy support, changed quaternion to rotationQuaternion
- */
- /**
- * Legacy support, changed quaternion to rotationQuaternion
- */
- quaternion: Nullable<Quaternion>;
- /**
- * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
- * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
- * @param target is the object (solid particle or mesh) what the intersection is computed against.
- * @returns true if it intersects
- */
- intersectsMesh(target: Mesh | SolidParticle): boolean;
- }
- /**
- * Represents the shape of the model used by one particle of a solid particle system.
- * SPS internal tool, don't use it manually.
- */
- class ModelShape {
- /**
- * The shape id
- * @hidden
- */
- shapeID: number;
- /**
- * flat array of model positions (internal use)
- * @hidden
- */
- _shape: Vector3[];
- /**
- * flat array of model UVs (internal use)
- * @hidden
- */
- _shapeUV: number[];
- /**
- * length of the shape in the model indices array (internal use)
- * @hidden
- */
- _indicesLength: number;
- /**
- * Custom position function (internal use)
- * @hidden
- */
- _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
- /**
- * Custom vertex function (internal use)
- * @hidden
- */
- _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
- /**
- * Creates a ModelShape object. This is an internal simplified reference to a mesh used as for a model to replicate particles from by the SPS.
- * SPS internal tool, don't use it manually.
- * @hidden
- */
- constructor(id: number, shape: Vector3[], indicesLength: number, shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
- }
- /**
- * Represents a Depth Sorted Particle in the solid particle system.
- */
- class DepthSortedParticle {
- /**
- * Index of the particle in the "indices" array
- */
- ind: number;
- /**
- * Length of the particle shape in the "indices" array
- */
- indicesLength: number;
- /**
- * Squared distance from the particle to the camera
- */
- sqDistance: number;
- }
- }
- declare module BABYLON {
- /**
- * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
- *As it is just a mesh, the SPS has all the same properties than any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
- * The SPS is also a particle system. It provides some methods to manage the particles.
- * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
- *
- * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
- */
- class SolidParticleSystem implements IDisposable {
- /**
- * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
- * Example : var p = SPS.particles[i];
- */
- particles: SolidParticle[];
- /**
- * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
- */
- nbParticles: number;
- /**
- * If the particles must ever face the camera (default false). Useful for planar particles.
- */
- billboard: boolean;
- /**
- * Recompute normals when adding a shape
- */
- recomputeNormals: boolean;
- /**
- * This a counter ofr your own usage. It's not set by any SPS functions.
- */
- counter: number;
- /**
- * The SPS name. This name is also given to the underlying mesh.
- */
- name: string;
- /**
- * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
- */
- mesh: Mesh;
- /**
- * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
- */
- vars: any;
- /**
- * This array is populated when the SPS is set as 'pickable'.
- * Each key of this array is a `faceId` value that you can get from a pickResult object.
- * Each element of this array is an object `{idx: int, faceId: int}`.
- * `idx` is the picked particle index in the `SPS.particles` array
- * `faceId` is the picked face index counted within this particle.
- * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#pickable-particles
- */
- pickedParticles: {
- idx: number;
- faceId: number;
- }[];
- /**
- * This array is populated when `enableDepthSort` is set to true.
- * Each element of this array is an instance of the class DepthSortedParticle.
- */
- depthSortedParticles: DepthSortedParticle[];
- /**
- * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
- * @hidden
- */
- _bSphereOnly: boolean;
- /**
- * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
- * @hidden
- */
- _bSphereRadiusFactor: number;
- private _scene;
- private _positions;
- private _indices;
- private _normals;
- private _colors;
- private _uvs;
- private _indices32;
- private _positions32;
- private _normals32;
- private _fixedNormal32;
- private _colors32;
- private _uvs32;
- private _index;
- private _updatable;
- private _pickable;
- private _isVisibilityBoxLocked;
- private _alwaysVisible;
- private _depthSort;
- private _shapeCounter;
- private _copy;
- private _shape;
- private _shapeUV;
- private _color;
- private _computeParticleColor;
- private _computeParticleTexture;
- private _computeParticleRotation;
- private _computeParticleVertex;
- private _computeBoundingBox;
- private _depthSortParticles;
- private _cam_axisZ;
- private _cam_axisY;
- private _cam_axisX;
- private _axisZ;
- private _camera;
- private _particle;
- private _camDir;
- private _camInvertedPosition;
- private _rotMatrix;
- private _invertMatrix;
- private _rotated;
- private _quaternion;
- private _vertex;
- private _normal;
- private _yaw;
- private _pitch;
- private _roll;
- private _halfroll;
- private _halfpitch;
- private _halfyaw;
- private _sinRoll;
- private _cosRoll;
- private _sinPitch;
- private _cosPitch;
- private _sinYaw;
- private _cosYaw;
- private _mustUnrotateFixedNormals;
- private _minimum;
- private _maximum;
- private _minBbox;
- private _maxBbox;
- private _particlesIntersect;
- private _depthSortFunction;
- private _needs32Bits;
- private _pivotBackTranslation;
- private _scaledPivot;
- private _particleHasParent;
- private _parent;
- /**
- * Creates a SPS (Solid Particle System) object.
- * @param name (String) is the SPS name, this will be the underlying mesh name.
- * @param scene (Scene) is the scene in which the SPS is added.
- * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
- * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
- * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
- * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
- * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
- * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
- * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
- */
- constructor(name: string, scene: Scene, options?: {
- updatable?: boolean;
- isPickable?: boolean;
- enableDepthSort?: boolean;
- particleIntersection?: boolean;
- boundingSphereOnly?: boolean;
- bSphereRadiusFactor?: number;
- });
- /**
- * Builds the SPS underlying mesh. Returns a standard Mesh.
- * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
- * @returns the created mesh
- */
- buildMesh(): Mesh;
- /**
- * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
- * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
- * Thus the particles generated from `digest()` have their property `position` set yet.
- * @param mesh ( Mesh ) is the mesh to be digested
- * @param options {facetNb} (optional integer, default 1) is the number of mesh facets per particle, this parameter is overriden by the parameter `number` if any
- * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
- * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
- * @returns the current SPS
- */
- digest(mesh: Mesh, options?: {
- facetNb?: number;
- number?: number;
- delta?: number;
- }): SolidParticleSystem;
- private _unrotateFixedNormals;
- private _resetCopy;
- private _meshBuilder;
- private _posToShape;
- private _uvsToShapeUV;
- private _addParticle;
- /**
- * Adds some particles to the SPS from the model shape. Returns the shape id.
- * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
- * @param mesh is any Mesh object that will be used as a model for the solid particles.
- * @param nb (positive integer) the number of particles to be created from this model
- * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
- * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
- * @returns the number of shapes in the system
- */
- addShape(mesh: Mesh, nb: number, options?: {
- positionFunction?: any;
- vertexFunction?: any;
- }): number;
- private _rebuildParticle;
- /**
- * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
- * @returns the SPS.
- */
- rebuildMesh(): SolidParticleSystem;
- /**
- * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
- * This method calls `updateParticle()` for each particle of the SPS.
- * For an animated SPS, it is usually called within the render loop.
- * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
- * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
- * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
- * @returns the SPS.
- */
- setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
- private _quaternionRotationYPR;
- private _quaternionToRotationMatrix;
- /**
- * Disposes the SPS.
- */
- dispose(): void;
- /**
- * Visibilty helper : Recomputes the visible size according to the mesh bounding box
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- * @returns the SPS.
- */
- refreshVisibleSize(): SolidParticleSystem;
- /**
- * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
- * @param size the size (float) of the visibility box
- * note : this doesn't lock the SPS mesh bounding box.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- setVisibilityBox(size: number): void;
- /**
- * Gets whether the SPS as always visible or not
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- /**
- * Sets the SPS as always visible or not
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- isAlwaysVisible: boolean;
- /**
- * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- /**
- * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
- */
- isVisibilityBoxLocked: boolean;
- /**
- * Tells to `setParticles()` to compute the particle rotations or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
- */
- /**
- * Gets if `setParticles()` computes the particle rotations or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
- */
- computeParticleRotation: boolean;
- /**
- * Tells to `setParticles()` to compute the particle colors or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
- */
- /**
- * Gets if `setParticles()` computes the particle colors or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
- */
- computeParticleColor: boolean;
- /**
- * Gets if `setParticles()` computes the particle textures or not.
- * Default value : true. The SPS is faster when it's set to false.
- * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
- */
- computeParticleTexture: boolean;
- /**
- * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
- * Default value : false. The SPS is faster when it's set to false.
- * Note : the particle custom vertex positions aren't stored values.
- */
- /**
- * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
- * Default value : false. The SPS is faster when it's set to false.
- * Note : the particle custom vertex positions aren't stored values.
- */
- computeParticleVertex: boolean;
- /**
- * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
- */
- /**
- * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
- */
- computeBoundingBox: boolean;
- /**
- * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
- * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
- * Default : `true`
- */
- /**
- * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
- * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
- * Default : `true`
- */
- depthSortParticles: boolean;
- /**
- * This function does nothing. It may be overwritten to set all the particle first values.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- */
- initParticles(): void;
- /**
- * This function does nothing. It may be overwritten to recycle a particle.
- * The SPS doesn't call this function, you may have to call it by your own.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- * @param particle The particle to recycle
- * @returns the recycled particle
- */
- recycleParticle(particle: SolidParticle): SolidParticle;
- /**
- * Updates a particle : this function should be overwritten by the user.
- * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
- * @example : just set a particle position or velocity and recycle conditions
- * @param particle The particle to update
- * @returns the updated particle
- */
- updateParticle(particle: SolidParticle): SolidParticle;
- /**
- * Updates a vertex of a particle : it can be overwritten by the user.
- * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
- * @param particle the current particle
- * @param vertex the current index of the current particle
- * @param pt the index of the current vertex in the particle shape
- * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
- * @example : just set a vertex particle position
- * @returns the updated vertex
- */
- updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
- /**
- * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
- /**
- * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
- * This will be passed three parameters.
- * This does nothing and may be overwritten by the user.
- * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
- * @param update the boolean update value actually passed to setParticles()
- */
- afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Type of sub emitter
- */
- enum SubEmitterType {
- /**
- * Attached to the particle over it's lifetime
- */
- ATTACHED = 0,
- /**
- * Created when the particle dies
- */
- END = 1
- }
- /**
- * Sub emitter class used to emit particles from an existing particle
- */
- class SubEmitter {
- /**
- * the particle system to be used by the sub emitter
- */
- particleSystem: ParticleSystem;
- /**
- * Type of the submitter (Default: END)
- */
- type: SubEmitterType;
- /**
- * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
- * Note: This only is supported when using an emitter of type Mesh
- */
- inheritDirection: boolean;
- /**
- * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
- */
- inheritedVelocityAmount: number;
- /**
- * Creates a sub emitter
- * @param particleSystem the particle system to be used by the sub emitter
- */
- constructor(
- /**
- * the particle system to be used by the sub emitter
- */
- particleSystem: ParticleSystem);
- /**
- * Clones the sub emitter
- * @returns the cloned sub emitter
- */
- clone(): SubEmitter;
- /**
- * Serialize current object to a JSON object
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Creates a new SubEmitter from a serialized JSON version
- * @param serializationObject defines the JSON object to read from
- * @param scene defines the hosting scene
- * @param rootUrl defines the rootUrl for data loading
- * @returns a new SubEmitter
- */
- static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
- /** Release associated resources */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Interface used to describe a physics joint
- */
- interface PhysicsImpostorJoint {
- /** Defines the main impostor to which the joint is linked */
- mainImpostor: PhysicsImpostor;
- /** Defines the impostor that is connected to the main impostor using this joint */
- connectedImpostor: PhysicsImpostor;
- /** Defines the joint itself */
- joint: PhysicsJoint;
- }
- /** @hidden */
- interface IPhysicsEnginePlugin {
- world: any;
- name: string;
- setGravity(gravity: Vector3): void;
- setTimeStep(timeStep: number): void;
- getTimeStep(): number;
- executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
- applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- generatePhysicsBody(impostor: PhysicsImpostor): void;
- removePhysicsBody(impostor: PhysicsImpostor): void;
- generateJoint(joint: PhysicsImpostorJoint): void;
- removeJoint(joint: PhysicsImpostorJoint): void;
- isSupported(): boolean;
- setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
- setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
- setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
- setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
- getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- setBodyMass(impostor: PhysicsImpostor, mass: number): void;
- getBodyMass(impostor: PhysicsImpostor): number;
- getBodyFriction(impostor: PhysicsImpostor): number;
- setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
- getBodyRestitution(impostor: PhysicsImpostor): number;
- setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
- sleepBody(impostor: PhysicsImpostor): void;
- wakeUpBody(impostor: PhysicsImpostor): void;
- updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
- setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
- setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
- getRadius(impostor: PhysicsImpostor): number;
- getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
- syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
- dispose(): void;
- }
- /**
- * Interface used to define a physics engine
- * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface IPhysicsEngine {
- /**
- * Gets the gravity vector used by the simulation
- */
- gravity: Vector3;
- /**
- * Sets the gravity vector used by the simulation
- * @param gravity defines the gravity vector to use
- */
- setGravity(gravity: Vector3): void;
- /**
- * Set the time step of the physics engine.
- * Default is 1/60.
- * To slow it down, enter 1/600 for example.
- * To speed it up, 1/30
- * @param newTimeStep the new timestep to apply to this world.
- */
- setTimeStep(newTimeStep: number): void;
- /**
- * Get the time step of the physics engine.
- * @returns the current time step
- */
- getTimeStep(): number;
- /**
- * Release all resources
- */
- dispose(): void;
- /**
- * Gets the name of the current physics plugin
- * @returns the name of the plugin
- */
- getPhysicsPluginName(): string;
- /**
- * Adding a new impostor for the impostor tracking.
- * This will be done by the impostor itself.
- * @param impostor the impostor to add
- */
- addImpostor(impostor: PhysicsImpostor): void;
- /**
- * Remove an impostor from the engine.
- * This impostor and its mesh will not longer be updated by the physics engine.
- * @param impostor the impostor to remove
- */
- removeImpostor(impostor: PhysicsImpostor): void;
- /**
- * Add a joint to the physics engine
- * @param mainImpostor defines the main impostor to which the joint is added.
- * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
- * @param joint defines the joint that will connect both impostors.
- */
- addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
- /**
- * Removes a joint from the simulation
- * @param mainImpostor defines the impostor used with the joint
- * @param connectedImpostor defines the other impostor connected to the main one by the joint
- * @param joint defines the joint to remove
- */
- removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
- /**
- * Gets the current plugin used to run the simulation
- * @returns current plugin
- */
- getPhysicsPlugin(): IPhysicsEnginePlugin;
- /**
- * Gets the list of physic impostors
- * @returns an array of PhysicsImpostor
- */
- getImpostors(): Array<PhysicsImpostor>;
- /**
- * Gets the impostor for a physics enabled object
- * @param object defines the object impersonated by the impostor
- * @returns the PhysicsImpostor or null if not found
- */
- getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
- /**
- * Gets the impostor for a physics body object
- * @param body defines physics body used by the impostor
- * @returns the PhysicsImpostor or null if not found
- */
- getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
- /**
- * Called by the scene. No need to call it.
- * @param delta defines the timespam between frames
- */
- _step(delta: number): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to control physics engine
- * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsEngine implements IPhysicsEngine {
- private _physicsPlugin;
- /**
- * Global value used to control the smallest number supported by the simulation
- */
- static Epsilon: number;
- private _impostors;
- private _joints;
- /**
- * Gets the gravity vector used by the simulation
- */
- gravity: Vector3;
- /**
- * Creates a new Physics Engine
- * @param gravity defines the gravity vector used by the simulation
- * @param _physicsPlugin defines the plugin to use (CannonJS by default)
- */
- constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
- /**
- * Sets the gravity vector used by the simulation
- * @param gravity defines the gravity vector to use
- */
- setGravity(gravity: Vector3): void;
- /**
- * Set the time step of the physics engine.
- * Default is 1/60.
- * To slow it down, enter 1/600 for example.
- * To speed it up, 1/30
- * @param newTimeStep defines the new timestep to apply to this world.
- */
- setTimeStep(newTimeStep?: number): void;
- /**
- * Get the time step of the physics engine.
- * @returns the current time step
- */
- getTimeStep(): number;
- /**
- * Release all resources
- */
- dispose(): void;
- /**
- * Gets the name of the current physics plugin
- * @returns the name of the plugin
- */
- getPhysicsPluginName(): string;
- /**
- * Adding a new impostor for the impostor tracking.
- * This will be done by the impostor itself.
- * @param impostor the impostor to add
- */
- addImpostor(impostor: PhysicsImpostor): void;
- /**
- * Remove an impostor from the engine.
- * This impostor and its mesh will not longer be updated by the physics engine.
- * @param impostor the impostor to remove
- */
- removeImpostor(impostor: PhysicsImpostor): void;
- /**
- * Add a joint to the physics engine
- * @param mainImpostor defines the main impostor to which the joint is added.
- * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
- * @param joint defines the joint that will connect both impostors.
- */
- addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
- /**
- * Removes a joint from the simulation
- * @param mainImpostor defines the impostor used with the joint
- * @param connectedImpostor defines the other impostor connected to the main one by the joint
- * @param joint defines the joint to remove
- */
- removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
- /**
- * Called by the scene. No need to call it.
- * @param delta defines the timespam between frames
- */
- _step(delta: number): void;
- /**
- * Gets the current plugin used to run the simulation
- * @returns current plugin
- */
- getPhysicsPlugin(): IPhysicsEnginePlugin;
- /**
- * Gets the list of physic impostors
- * @returns an array of PhysicsImpostor
- */
- getImpostors(): Array<PhysicsImpostor>;
- /**
- * Gets the impostor for a physics enabled object
- * @param object defines the object impersonated by the impostor
- * @returns the PhysicsImpostor or null if not found
- */
- getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
- /**
- * Gets the impostor for a physics body object
- * @param body defines physics body used by the impostor
- * @returns the PhysicsImpostor or null if not found
- */
- getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _physicsEngine: Nullable<IPhysicsEngine>;
- /**
- * Gets the current physics engine
- * @returns a IPhysicsEngine or null if none attached
- */
- getPhysicsEngine(): Nullable<IPhysicsEngine>;
- /**
- * Enables physics to the current scene
- * @param gravity defines the scene's gravity for the physics engine
- * @param plugin defines the physics engine to be used. defaults to OimoJS.
- * @return a boolean indicating if the physics engine was initialized
- */
- enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
- /**
- * Disables and disposes the physics engine associated with the scene
- */
- disablePhysicsEngine(): void;
- /**
- * Gets a boolean indicating if there is an active physics engine
- * @returns a boolean indicating if there is an active physics engine
- */
- isPhysicsEnabled(): boolean;
- /**
- * Deletes a physics compound impostor
- * @param compound defines the compound to delete
- */
- deleteCompoundImpostor(compound: any): void;
- /**
- * An event triggered when physic simulation is about to be run
- */
- onBeforePhysicsObservable: Observable<Scene>;
- /**
- * An event triggered when physic simulation has been done
- */
- onAfterPhysicsObservable: Observable<Scene>;
- }
- interface AbstractMesh {
- /** @hidden */
- _physicsImpostor: Nullable<PhysicsImpostor>;
- /**
- * Gets or sets impostor used for physic simulation
- * @see http://doc.babylonjs.com/features/physics_engine
- */
- physicsImpostor: Nullable<PhysicsImpostor>;
- /**
- * Gets the current physics impostor
- * @see http://doc.babylonjs.com/features/physics_engine
- * @returns a physics impostor or null
- */
- getPhysicsImpostor(): Nullable<PhysicsImpostor>;
- /** Apply a physic impulse to the mesh
- * @param force defines the force to apply
- * @param contactPoint defines where to apply the force
- * @returns the current mesh
- * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
- /**
- * Creates a physic joint between two meshes
- * @param otherMesh defines the other mesh to use
- * @param pivot1 defines the pivot to use on this mesh
- * @param pivot2 defines the pivot to use on the other mesh
- * @param options defines additional options (can be plugin dependent)
- * @returns the current mesh
- * @see https://www.babylonjs-playground.com/#0BS5U0#0
- */
- setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
- /** @hidden */
- _disposePhysicsObserver: Nullable<Observer<Node>>;
- }
- /**
- * Defines the physics engine scene component responsible to manage a physics engine
- */
- class PhysicsEngineSceneComponent implements ISceneComponent {
- /**
- * The component name helpful to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * A helper for physics simulations
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsHelper {
- private _scene;
- private _physicsEngine;
- /**
- * Initializes the Physics helper
- * @param scene Babylon.js scene
- */
- constructor(scene: Scene);
- /**
- * Applies a radial explosion impulse
- * @param origin the origin of the explosion
- * @param radius the explosion radius
- * @param strength the explosion strength
- * @param falloff possible options: Constant & Linear. Defaults to Constant
- * @returns A physics radial explosion event, or null
- */
- applyRadialExplosionImpulse(origin: Vector3, radius: number, strength: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
- /**
- * Applies a radial explosion force
- * @param origin the origin of the explosion
- * @param radius the explosion radius
- * @param strength the explosion strength
- * @param falloff possible options: Constant & Linear. Defaults to Constant
- * @returns A physics radial explosion event, or null
- */
- applyRadialExplosionForce(origin: Vector3, radius: number, strength: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
- /**
- * Creates a gravitational field
- * @param origin the origin of the explosion
- * @param radius the explosion radius
- * @param strength the explosion strength
- * @param falloff possible options: Constant & Linear. Defaults to Constant
- * @returns A physics gravitational field event, or null
- */
- gravitationalField(origin: Vector3, radius: number, strength: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
- /**
- * Creates a physics updraft event
- * @param origin the origin of the updraft
- * @param radius the radius of the updraft
- * @param strength the strength of the updraft
- * @param height the height of the updraft
- * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
- * @returns A physics updraft event, or null
- */
- updraft(origin: Vector3, radius: number, strength: number, height: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
- /**
- * Creates a physics vortex event
- * @param origin the of the vortex
- * @param radius the radius of the vortex
- * @param strength the strength of the vortex
- * @param height the height of the vortex
- * @returns a Physics vortex event, or null
- * A physics vortex event or null
- */
- vortex(origin: Vector3, radius: number, strength: number, height: number): Nullable<PhysicsVortexEvent>;
- }
- /**
- * Represents a physics radial explosion event
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsRadialExplosionEvent {
- private _scene;
- private _sphere;
- private _sphereOptions;
- private _rays;
- private _dataFetched;
- /**
- * Initializes a radial explosioin event
- * @param scene BabylonJS scene
- */
- constructor(scene: Scene);
- /**
- * Returns the data related to the radial explosion event (sphere & rays).
- * @returns The radial explosion event data
- */
- getData(): PhysicsRadialExplosionEventData;
- /**
- * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
- * @param impostor A physics imposter
- * @param origin the origin of the explosion
- * @param radius the explosion radius
- * @param strength the explosion strength
- * @param falloff possible options: Constant & Linear
- * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
- */
- getImpostorForceAndContactPoint(impostor: PhysicsImpostor, origin: Vector3, radius: number, strength: number, falloff: PhysicsRadialImpulseFalloff): Nullable<PhysicsForceAndContactPoint>;
- /**
- * Disposes the sphere.
- * @param force Specifies if the sphere should be disposed by force
- */
- dispose(force?: boolean): void;
- /*** Helpers ***/
- private _prepareSphere;
- private _intersectsWithSphere;
- }
- /**
- * Represents a gravitational field event
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsGravitationalFieldEvent {
- private _physicsHelper;
- private _scene;
- private _origin;
- private _radius;
- private _strength;
- private _falloff;
- private _tickCallback;
- private _sphere;
- private _dataFetched;
- /**
- * Initializes the physics gravitational field event
- * @param physicsHelper A physics helper
- * @param scene BabylonJS scene
- * @param origin The origin position of the gravitational field event
- * @param radius The radius of the gravitational field event
- * @param strength The strength of the gravitational field event
- * @param falloff The falloff for the gravitational field event
- */
- constructor(physicsHelper: PhysicsHelper, scene: Scene, origin: Vector3, radius: number, strength: number, falloff?: PhysicsRadialImpulseFalloff);
- /**
- * Returns the data related to the gravitational field event (sphere).
- * @returns A gravitational field event
- */
- getData(): PhysicsGravitationalFieldEventData;
- /**
- * Enables the gravitational field.
- */
- enable(): void;
- /**
- * Disables the gravitational field.
- */
- disable(): void;
- /**
- * Disposes the sphere.
- * @param force The force to dispose from the gravitational field event
- */
- dispose(force?: boolean): void;
- private _tick;
- }
- /**
- * Represents a physics updraft event
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsUpdraftEvent {
- private _scene;
- private _origin;
- private _radius;
- private _strength;
- private _height;
- private _updraftMode;
- private _physicsEngine;
- private _originTop;
- private _originDirection;
- private _tickCallback;
- private _cylinder;
- private _cylinderPosition;
- private _dataFetched;
- /**
- * Initializes the physics updraft event
- * @param _scene BabylonJS scene
- * @param _origin The origin position of the updraft
- * @param _radius The radius of the updraft
- * @param _strength The strength of the updraft
- * @param _height The height of the updraft
- * @param _updraftMode The mode of the updraft
- */
- constructor(_scene: Scene, _origin: Vector3, _radius: number, _strength: number, _height: number, _updraftMode: PhysicsUpdraftMode);
- /**
- * Returns the data related to the updraft event (cylinder).
- * @returns A physics updraft event
- */
- getData(): PhysicsUpdraftEventData;
- /**
- * Enables the updraft.
- */
- enable(): void;
- /**
- * Disables the cortex.
- */
- disable(): void;
- /**
- * Disposes the sphere.
- * @param force Specifies if the updraft should be disposed by force
- */
- dispose(force?: boolean): void;
- private getImpostorForceAndContactPoint;
- private _tick;
- /*** Helpers ***/
- private _prepareCylinder;
- private _intersectsWithCylinder;
- }
- /**
- * Represents a physics vortex event
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsVortexEvent {
- private _scene;
- private _origin;
- private _radius;
- private _strength;
- private _height;
- private _physicsEngine;
- private _originTop;
- private _centripetalForceThreshold;
- private _updraftMultiplier;
- private _tickCallback;
- private _cylinder;
- private _cylinderPosition;
- private _dataFetched;
- /**
- * Initializes the physics vortex event
- * @param _scene The BabylonJS scene
- * @param _origin The origin position of the vortex
- * @param _radius The radius of the vortex
- * @param _strength The strength of the vortex
- * @param _height The height of the vortex
- */
- constructor(_scene: Scene, _origin: Vector3, _radius: number, _strength: number, _height: number);
- /**
- * Returns the data related to the vortex event (cylinder).
- * @returns The physics vortex event data
- */
- getData(): PhysicsVortexEventData;
- /**
- * Enables the vortex.
- */
- enable(): void;
- /**
- * Disables the cortex.
- */
- disable(): void;
- /**
- * Disposes the sphere.
- * @param force
- */
- dispose(force?: boolean): void;
- private getImpostorForceAndContactPoint;
- private _tick;
- /*** Helpers ***/
- private _prepareCylinder;
- private _intersectsWithCylinder;
- }
- /**
- * The strenght of the force in correspondence to the distance of the affected object
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- enum PhysicsRadialImpulseFalloff {
- /** Defines that impulse is constant in strength across it's whole radius */
- Constant = 0,
- /** DEfines that impulse gets weaker if it's further from the origin */
- Linear = 1
- }
- /**
- * The strength of the force in correspondence to the distance of the affected object
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- enum PhysicsUpdraftMode {
- /** Defines that the upstream forces will pull towards the top center of the cylinder */
- Center = 0,
- /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
- Perpendicular = 1
- }
- /**
- * Interface for a physics force and contact point
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsForceAndContactPoint {
- /**
- * The force applied at the contact point
- */
- force: Vector3;
- /**
- * The contact point
- */
- contactPoint: Vector3;
- }
- /**
- * Interface for radial explosion event data
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsRadialExplosionEventData {
- /**
- * A sphere used for the radial explosion event
- */
- sphere: Mesh;
- /**
- * An array of rays for the radial explosion event
- */
- rays: Array<Ray>;
- }
- /**
- * Interface for gravitational field event data
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsGravitationalFieldEventData {
- /**
- * A sphere mesh used for the gravitational field event
- */
- sphere: Mesh;
- }
- /**
- * Interface for updraft event data
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsUpdraftEventData {
- /**
- * A cylinder used for the updraft event
- */
- cylinder: Mesh;
- }
- /**
- * Interface for vortex event data
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsVortexEventData {
- /**
- * A cylinder used for the vortex event
- */
- cylinder: Mesh;
- }
- }
- declare module BABYLON {
- /**
- * The interface for the physics imposter parameters
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsImpostorParameters {
- /**
- * The mass of the physics imposter
- */
- mass: number;
- /**
- * The friction of the physics imposter
- */
- friction?: number;
- /**
- * The coefficient of restitution of the physics imposter
- */
- restitution?: number;
- /**
- * The native options of the physics imposter
- */
- nativeOptions?: any;
- /**
- * Specifies if the parent should be ignored
- */
- ignoreParent?: boolean;
- /**
- * Specifies if bi-directional transformations should be disabled
- */
- disableBidirectionalTransformation?: boolean;
- }
- /**
- * Interface for a physics-enabled object
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface IPhysicsEnabledObject {
- /**
- * The position of the physics-enabled object
- */
- position: Vector3;
- /**
- * The rotation of the physics-enabled object
- */
- rotationQuaternion: Nullable<Quaternion>;
- /**
- * The scale of the physics-enabled object
- */
- scaling: Vector3;
- /**
- * The rotation of the physics-enabled object
- */
- rotation?: Vector3;
- /**
- * The parent of the physics-enabled object
- */
- parent?: any;
- /**
- * The bounding info of the physics-enabled object
- * @returns The bounding info of the physics-enabled object
- */
- getBoundingInfo(): BoundingInfo;
- /**
- * Computes the world matrix
- * @param force Specifies if the world matrix should be computed by force
- * @returns A world matrix
- */
- computeWorldMatrix(force: boolean): Matrix;
- /**
- * Gets the world matrix
- * @returns A world matrix
- */
- getWorldMatrix?(): Matrix;
- /**
- * Gets the child meshes
- * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
- * @returns An array of abstract meshes
- */
- getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
- /**
- * Gets the vertex data
- * @param kind The type of vertex data
- * @returns A nullable array of numbers, or a float32 array
- */
- getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
- /**
- * Gets the indices from the mesh
- * @returns A nullable array of index arrays
- */
- getIndices?(): Nullable<IndicesArray>;
- /**
- * Gets the scene from the mesh
- * @returns the indices array or null
- */
- getScene?(): Scene;
- /**
- * Gets the absolute position from the mesh
- * @returns the absolute position
- */
- getAbsolutePosition(): Vector3;
- /**
- * Gets the absolute pivot point from the mesh
- * @returns the absolute pivot point
- */
- getAbsolutePivotPoint(): Vector3;
- /**
- * Rotates the mesh
- * @param axis The axis of rotation
- * @param amount The amount of rotation
- * @param space The space of the rotation
- * @returns The rotation transform node
- */
- rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
- /**
- * Translates the mesh
- * @param axis The axis of translation
- * @param distance The distance of translation
- * @param space The space of the translation
- * @returns The transform node
- */
- translate(axis: Vector3, distance: number, space?: Space): TransformNode;
- /**
- * Sets the absolute position of the mesh
- * @param absolutePosition The absolute position of the mesh
- * @returns The transform node
- */
- setAbsolutePosition(absolutePosition: Vector3): TransformNode;
- /**
- * Gets the class name of the mesh
- * @returns The class name
- */
- getClassName(): string;
- }
- /**
- * Represents a physics imposter
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsImpostor {
- /**
- * The physics-enabled object used as the physics imposter
- */
- object: IPhysicsEnabledObject;
- /**
- * The type of the physics imposter
- */
- type: number;
- private _options;
- private _scene?;
- /**
- * The default object size of the imposter
- */
- static DEFAULT_OBJECT_SIZE: Vector3;
- /**
- * The identity quaternion of the imposter
- */
- static IDENTITY_QUATERNION: Quaternion;
- private _physicsEngine;
- private _physicsBody;
- private _bodyUpdateRequired;
- private _onBeforePhysicsStepCallbacks;
- private _onAfterPhysicsStepCallbacks;
- private _onPhysicsCollideCallbacks;
- private _deltaPosition;
- private _deltaRotation;
- private _deltaRotationConjugated;
- private _parent;
- private _isDisposed;
- private static _tmpVecs;
- private static _tmpQuat;
- /**
- * Specifies if the physics imposter is disposed
- */
- readonly isDisposed: boolean;
- /**
- * Gets the mass of the physics imposter
- */
- mass: number;
- /**
- * Gets the coefficient of friction
- */
- /**
- * Sets the coefficient of friction
- */
- friction: number;
- /**
- * Gets the coefficient of restitution
- */
- /**
- * Sets the coefficient of restitution
- */
- restitution: number;
- /**
- * The unique id of the physics imposter
- * set by the physics engine when adding this impostor to the array
- */
- uniqueId: number;
- private _joints;
- /**
- * Initializes the physics imposter
- * @param object The physics-enabled object used as the physics imposter
- * @param type The type of the physics imposter
- * @param _options The options for the physics imposter
- * @param _scene The Babylon scene
- */
- constructor(
- /**
- * The physics-enabled object used as the physics imposter
- */
- object: IPhysicsEnabledObject,
- /**
- * The type of the physics imposter
- */
- type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
- /**
- * This function will completly initialize this impostor.
- * It will create a new body - but only if this mesh has no parent.
- * If it has, this impostor will not be used other than to define the impostor
- * of the child mesh.
- * @hidden
- */
- _init(): void;
- private _getPhysicsParent;
- /**
- * Should a new body be generated.
- * @returns boolean specifying if body initialization is required
- */
- isBodyInitRequired(): boolean;
- /**
- * Sets the updated scaling
- * @param updated Specifies if the scaling is updated
- */
- setScalingUpdated(updated: boolean): void;
- /**
- * Force a regeneration of this or the parent's impostor's body.
- * Use under cautious - This will remove all joints already implemented.
- */
- forceUpdate(): void;
- /**
- * Gets the body that holds this impostor. Either its own, or its parent.
- */
- /**
- * Set the physics body. Used mainly by the physics engine/plugin
- */
- physicsBody: any;
- /**
- * Get the parent of the physics imposter
- * @returns Physics imposter or null
- */
- /**
- * Sets the parent of the physics imposter
- */
- parent: Nullable<PhysicsImpostor>;
- /**
- * Resets the update flags
- */
- resetUpdateFlags(): void;
- /**
- * Gets the object extend size
- * @returns the object extend size
- */
- getObjectExtendSize(): Vector3;
- /**
- * Gets the object center
- * @returns The object center
- */
- getObjectCenter(): Vector3;
- /**
- * Get a specific parametes from the options parameter
- * @param paramName The object parameter name
- * @returns The object parameter
- */
- getParam(paramName: string): any;
- /**
- * Sets a specific parameter in the options given to the physics plugin
- * @param paramName The parameter name
- * @param value The value of the parameter
- */
- setParam(paramName: string, value: number): void;
- /**
- * Specifically change the body's mass option. Won't recreate the physics body object
- * @param mass The mass of the physics imposter
- */
- setMass(mass: number): void;
- /**
- * Gets the linear velocity
- * @returns linear velocity or null
- */
- getLinearVelocity(): Nullable<Vector3>;
- /**
- * Sets the linear velocity
- * @param velocity linear velocity or null
- */
- setLinearVelocity(velocity: Nullable<Vector3>): void;
- /**
- * Gets the angular velocity
- * @returns angular velocity or null
- */
- getAngularVelocity(): Nullable<Vector3>;
- /**
- * Sets the angular velocity
- * @param velocity The velocity or null
- */
- setAngularVelocity(velocity: Nullable<Vector3>): void;
- /**
- * Execute a function with the physics plugin native code
- * Provide a function the will have two variables - the world object and the physics body object
- * @param func The function to execute with the physics plugin native code
- */
- executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
- /**
- * Register a function that will be executed before the physics world is stepping forward
- * @param func The function to execute before the physics world is stepped forward
- */
- registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
- /**
- * Unregister a function that will be executed before the physics world is stepping forward
- * @param func The function to execute before the physics world is stepped forward
- */
- unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
- /**
- * Register a function that will be executed after the physics step
- * @param func The function to execute after physics step
- */
- registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
- /**
- * Unregisters a function that will be executed after the physics step
- * @param func The function to execute after physics step
- */
- unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
- /**
- * register a function that will be executed when this impostor collides against a different body
- * @param collideAgainst Physics imposter, or array of physics imposters to collide against
- * @param func Callback that is executed on collision
- */
- registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
- /**
- * Unregisters the physics imposter on contact
- * @param collideAgainst The physics object to collide against
- * @param func Callback to execute on collision
- */
- unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
- private _tmpQuat;
- private _tmpQuat2;
- /**
- * Get the parent rotation
- * @returns The parent rotation
- */
- getParentsRotation(): Quaternion;
- /**
- * this function is executed by the physics engine.
- */
- beforeStep: () => void;
- /**
- * this function is executed by the physics engine
- */
- afterStep: () => void;
- /**
- * Legacy collision detection event support
- */
- onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
- /**
- * event and body object due to cannon's event-based architecture.
- */
- onCollide: (e: {
- body: any;
- }) => void;
- /**
- * Apply a force
- * @param force The force to apply
- * @param contactPoint The contact point for the force
- * @returns The physics imposter
- */
- applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
- /**
- * Apply an impulse
- * @param force The impulse force
- * @param contactPoint The contact point for the impulse force
- * @returns The physics imposter
- */
- applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
- /**
- * A help function to create a joint
- * @param otherImpostor A physics imposter used to create a joint
- * @param jointType The type of joint
- * @param jointData The data for the joint
- * @returns The physics imposter
- */
- createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
- /**
- * Add a joint to this impostor with a different impostor
- * @param otherImpostor A physics imposter used to add a joint
- * @param joint The joint to add
- * @returns The physics imposter
- */
- addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
- /**
- * Will keep this body still, in a sleep mode.
- * @returns the physics imposter
- */
- sleep(): PhysicsImpostor;
- /**
- * Wake the body up.
- * @returns The physics imposter
- */
- wakeUp(): PhysicsImpostor;
- /**
- * Clones the physics imposter
- * @param newObject The physics imposter clones to this physics-enabled object
- * @returns A nullable physics imposter
- */
- clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
- /**
- * Disposes the physics imposter
- */
- dispose(): void;
- /**
- * Sets the delta position
- * @param position The delta position amount
- */
- setDeltaPosition(position: Vector3): void;
- /**
- * Sets the delta rotation
- * @param rotation The delta rotation amount
- */
- setDeltaRotation(rotation: Quaternion): void;
- /**
- * Gets the box size of the physics imposter and stores the result in the input parameter
- * @param result Stores the box size
- * @returns The physics imposter
- */
- getBoxSizeToRef(result: Vector3): PhysicsImpostor;
- /**
- * Gets the radius of the physics imposter
- * @returns Radius of the physics imposter
- */
- getRadius(): number;
- /**
- * Sync a bone with this impostor
- * @param bone The bone to sync to the impostor.
- * @param boneMesh The mesh that the bone is influencing.
- * @param jointPivot The pivot of the joint / bone in local space.
- * @param distToJoint Optional distance from the impostor to the joint.
- * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
- */
- syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
- /**
- * Sync impostor to a bone
- * @param bone The bone that the impostor will be synced to.
- * @param boneMesh The mesh that the bone is influencing.
- * @param jointPivot The pivot of the joint / bone in local space.
- * @param distToJoint Optional distance from the impostor to the joint.
- * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
- * @param boneAxis Optional vector3 axis the bone is aligned with
- */
- syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
- /**
- * No-Imposter type
- */
- static NoImpostor: number;
- /**
- * Sphere-Imposter type
- */
- static SphereImpostor: number;
- /**
- * Box-Imposter type
- */
- static BoxImpostor: number;
- /**
- * Plane-Imposter type
- */
- static PlaneImpostor: number;
- /**
- * Mesh-imposter type
- */
- static MeshImpostor: number;
- /**
- * Cylinder-Imposter type
- */
- static CylinderImpostor: number;
- /**
- * Particle-Imposter type
- */
- static ParticleImpostor: number;
- /**
- * Heightmap-Imposter type
- */
- static HeightmapImpostor: number;
- }
- }
- declare module BABYLON {
- /**
- * Interface for Physics-Joint data
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface PhysicsJointData {
- /**
- * The main pivot of the joint
- */
- mainPivot?: Vector3;
- /**
- * The connected pivot of the joint
- */
- connectedPivot?: Vector3;
- /**
- * The main axis of the joint
- */
- mainAxis?: Vector3;
- /**
- * The connected axis of the joint
- */
- connectedAxis?: Vector3;
- /**
- * The collision of the joint
- */
- collision?: boolean;
- /**
- * Native Oimo/Cannon/Energy data
- */
- nativeParams?: any;
- }
- /**
- * This is a holder class for the physics joint created by the physics plugin
- * It holds a set of functions to control the underlying joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class PhysicsJoint {
- /**
- * The type of the physics joint
- */
- type: number;
- /**
- * The data for the physics joint
- */
- jointData: PhysicsJointData;
- private _physicsJoint;
- protected _physicsPlugin: IPhysicsEnginePlugin;
- /**
- * Initializes the physics joint
- * @param type The type of the physics joint
- * @param jointData The data for the physics joint
- */
- constructor(
- /**
- * The type of the physics joint
- */
- type: number,
- /**
- * The data for the physics joint
- */
- jointData: PhysicsJointData);
- /**
- * Gets the physics joint
- */
- /**
- * Sets the physics joint
- */
- physicsJoint: any;
- /**
- * Sets the physics plugin
- */
- physicsPlugin: IPhysicsEnginePlugin;
- /**
- * Execute a function that is physics-plugin specific.
- * @param {Function} func the function that will be executed.
- * It accepts two parameters: the physics world and the physics joint
- */
- executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
- /**
- * Distance-Joint type
- */
- static DistanceJoint: number;
- /**
- * Hinge-Joint type
- */
- static HingeJoint: number;
- /**
- * Ball-and-Socket joint type
- */
- static BallAndSocketJoint: number;
- /**
- * Wheel-Joint type
- */
- static WheelJoint: number;
- /**
- * Slider-Joint type
- */
- static SliderJoint: number;
- /**
- * Prismatic-Joint type
- */
- static PrismaticJoint: number;
- /**
- * Universal-Joint type
- * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
- */
- static UniversalJoint: number;
- /**
- * Hinge-Joint 2 type
- */
- static Hinge2Joint: number;
- /**
- * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
- */
- static PointToPointJoint: number;
- /**
- * Spring-Joint type
- */
- static SpringJoint: number;
- /**
- * Lock-Joint type
- */
- static LockJoint: number;
- }
- /**
- * A class representing a physics distance joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class DistanceJoint extends PhysicsJoint {
- /**
- *
- * @param jointData The data for the Distance-Joint
- */
- constructor(jointData: DistanceJointData);
- /**
- * Update the predefined distance.
- * @param maxDistance The maximum preferred distance
- * @param minDistance The minimum preferred distance
- */
- updateDistance(maxDistance: number, minDistance?: number): void;
- }
- /**
- * Represents a Motor-Enabled Joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
- /**
- * Initializes the Motor-Enabled Joint
- * @param type The type of the joint
- * @param jointData The physica joint data for the joint
- */
- constructor(type: number, jointData: PhysicsJointData);
- /**
- * Set the motor values.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param force the force to apply
- * @param maxForce max force for this motor.
- */
- setMotor(force?: number, maxForce?: number): void;
- /**
- * Set the motor's limits.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param upperLimit The upper limit of the motor
- * @param lowerLimit The lower limit of the motor
- */
- setLimit(upperLimit: number, lowerLimit?: number): void;
- }
- /**
- * This class represents a single physics Hinge-Joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class HingeJoint extends MotorEnabledJoint {
- /**
- * Initializes the Hinge-Joint
- * @param jointData The joint data for the Hinge-Joint
- */
- constructor(jointData: PhysicsJointData);
- /**
- * Set the motor values.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param {number} force the force to apply
- * @param {number} maxForce max force for this motor.
- */
- setMotor(force?: number, maxForce?: number): void;
- /**
- * Set the motor's limits.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param upperLimit The upper limit of the motor
- * @param lowerLimit The lower limit of the motor
- */
- setLimit(upperLimit: number, lowerLimit?: number): void;
- }
- /**
- * This class represents a dual hinge physics joint (same as wheel joint)
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- class Hinge2Joint extends MotorEnabledJoint {
- /**
- * Initializes the Hinge2-Joint
- * @param jointData The joint data for the Hinge2-Joint
- */
- constructor(jointData: PhysicsJointData);
- /**
- * Set the motor values.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param {number} force the force to apply
- * @param {number} maxForce max force for this motor.
- * @param {motorIndex} the motor's index, 0 or 1.
- */
- setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
- /**
- * Set the motor limits.
- * Attention, this function is plugin specific. Engines won't react 100% the same.
- * @param {number} upperLimit the upper limit
- * @param {number} lowerLimit lower limit
- * @param {motorIndex} the motor's index, 0 or 1.
- */
- setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
- }
- /**
- * Interface for a motor enabled joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface IMotorEnabledJoint {
- /**
- * Physics joint
- */
- physicsJoint: any;
- /**
- * Sets the motor of the motor-enabled joint
- * @param force The force of the motor
- * @param maxForce The maximum force of the motor
- * @param motorIndex The index of the motor
- */
- setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
- /**
- * Sets the limit of the motor
- * @param upperLimit The upper limit of the motor
- * @param lowerLimit The lower limit of the motor
- * @param motorIndex The index of the motor
- */
- setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
- }
- /**
- * Joint data for a Distance-Joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface DistanceJointData extends PhysicsJointData {
- /**
- * Max distance the 2 joint objects can be apart
- */
- maxDistance: number;
- }
- /**
- * Joint data from a spring joint
- * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
- */
- interface SpringJointData extends PhysicsJointData {
- /**
- * Length of the spring
- */
- length: number;
- /**
- * Stiffness of the spring
- */
- stiffness: number;
- /**
- * Damping of the spring
- */
- damping: number;
- /** this callback will be called when applying the force to the impostors. */
- forceApplicationCallback: () => void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /**
- * The list of reflection probes added to the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
- */
- reflectionProbes: Array<ReflectionProbe>;
- }
- /**
- * Class used to generate realtime reflection / refraction cube textures
- * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
- */
- class ReflectionProbe {
- /** defines the name of the probe */
- name: string;
- private _scene;
- private _renderTargetTexture;
- private _projectionMatrix;
- private _viewMatrix;
- private _target;
- private _add;
- private _attachedMesh;
- private _invertYAxis;
- /** Gets or sets probe position (center of the cube map) */
- position: Vector3;
- /**
- * Creates a new reflection probe
- * @param name defines the name of the probe
- * @param size defines the texture resolution (for each face)
- * @param scene defines the hosting scene
- * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
- * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
- */
- constructor(
- /** defines the name of the probe */
- name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
- /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
- samples: number;
- /** Gets or sets the refresh rate to use (on every frame by default) */
- refreshRate: number;
- /**
- * Gets the hosting scene
- * @returns a Scene
- */
- getScene(): Scene;
- /** Gets the internal CubeTexture used to render to */
- readonly cubeTexture: RenderTargetTexture;
- /** Gets the list of meshes to render */
- readonly renderList: Nullable<AbstractMesh[]>;
- /**
- * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
- * @param mesh defines the mesh to attach to
- */
- attachToMesh(mesh: AbstractMesh): void;
- /**
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
- */
- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
- /**
- * Clean all associated resources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _boundingBoxRenderer: BoundingBoxRenderer;
- /** @hidden (Backing field) */
- _forceShowBoundingBoxes: boolean;
- /**
- * Gets or sets a boolean indicating if all bounding boxes must be rendered
- */
- forceShowBoundingBoxes: boolean;
- /**
- * Gets the bounding box renderer associated with the scene
- * @returns a BoundingBoxRenderer
- */
- getBoundingBoxRenderer(): BoundingBoxRenderer;
- }
- interface AbstractMesh {
- /** @hidden (Backing field) */
- _showBoundingBox: boolean;
- /**
- * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
- */
- showBoundingBox: boolean;
- }
- /**
- * Component responsible of rendering the bounding box of the meshes in a scene.
- * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
- */
- class BoundingBoxRenderer implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Color of the bounding box lines placed in front of an object
- */
- frontColor: Color3;
- /**
- * Color of the bounding box lines placed behind an object
- */
- backColor: Color3;
- /**
- * Defines if the renderer should show the back lines or not
- */
- showBackLines: boolean;
- /**
- * @hidden
- */
- renderList: SmartArray<BoundingBox>;
- private _colorShader;
- private _vertexBuffers;
- private _indexBuffer;
- /**
- * Instantiates a new bounding box renderer in a scene.
- * @param scene the scene the renderer renders in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- private _evaluateSubMesh;
- private _activeMesh;
- private _prepareRessources;
- private _createIndexBuffer;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * @hidden
- */
- reset(): void;
- /**
- * Render the bounding boxes of a specific rendering group
- * @param renderingGroupId defines the rendering group to render
- */
- render(renderingGroupId: number): void;
- /**
- * In case of occlusion queries, we can render the occlusion bounding box through this method
- * @param mesh Define the mesh to render the occlusion bounding box for
- */
- renderOcclusionBoundingBox(mesh: AbstractMesh): void;
- /**
- * Dispose and release the resources attached to this renderer.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a depth renderer in Babylon.
- * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
- */
- class DepthRenderer {
- private _scene;
- private _depthMap;
- private _effect;
- private _cachedDefines;
- private _camera;
- /**
- * Specifiess that the depth renderer will only be used within
- * the camera it is created for.
- * This can help forcing its rendering during the camera processing.
- */
- useOnlyInActiveCamera: boolean;
- /**
- * Instantiates a depth renderer
- * @param scene The scene the renderer belongs to
- * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
- * @param camera The camera to be used to render the depth map (default: scene's active camera)
- */
- constructor(scene: Scene, type?: number, camera?: Nullable<Camera>);
- /**
- * Creates the depth rendering effect and checks if the effect is ready.
- * @param subMesh The submesh to be used to render the depth map of
- * @param useInstances If multiple world instances should be used
- * @returns if the depth renderer is ready to render the depth map
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Gets the texture which the depth map will be written to.
- * @returns The depth map texture
- */
- getDepthMap(): RenderTargetTexture;
- /**
- * Disposes of the depth renderer.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _depthRenderer: {
- [id: string]: DepthRenderer;
- };
- /**
- * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
- * @param camera The camera to create the depth renderer on (default: scene's active camera)
- * @returns the created depth renderer
- */
- enableDepthRenderer(camera?: Nullable<Camera>): DepthRenderer;
- /**
- * Disables a depth renderer for a given camera
- * @param camera The camera to disable the depth renderer on (default: scene's active camera)
- */
- disableDepthRenderer(camera?: Nullable<Camera>): void;
- }
- /**
- * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
- * in several rendering techniques.
- */
- class DepthRendererSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- private _gatherRenderTargets;
- private _gatherActiveCameraRenderTargets;
- }
- }
- declare module BABYLON {
- interface AbstractMesh {
- /**
- * Disables the mesh edge rendering mode
- * @returns the currentAbstractMesh
- */
- disableEdgesRendering(): AbstractMesh;
- /**
- * Enables the edge rendering mode on the mesh.
- * This mode makes the mesh edges visible
- * @param epsilon defines the maximal distance between two angles to detect a face
- * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
- * @returns the currentAbstractMesh
- * @see https://www.babylonjs-playground.com/#19O9TU#0
- */
- enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
- /**
- * Gets the edgesRenderer associated with the mesh
- */
- edgesRenderer: Nullable<EdgesRenderer>;
- }
- interface LinesMesh {
- /**
- * Enables the edge rendering mode on the mesh.
- * This mode makes the mesh edges visible
- * @param epsilon defines the maximal distance between two angles to detect a face
- * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
- * @returns the currentAbstractMesh
- * @see https://www.babylonjs-playground.com/#19O9TU#0
- */
- enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
- }
- /**
- * Defines the minimum contract an Edges renderer should follow.
- */
- interface IEdgesRenderer extends IDisposable {
- /**
- * Gets or sets a boolean indicating if the edgesRenderer is active
- */
- isEnabled: boolean;
- /**
- * Renders the edges of the attached mesh,
- */
- render(): void;
- /**
- * Checks wether or not the edges renderer is ready to render.
- * @return true if ready, otherwise false.
- */
- isReady(): boolean;
- }
- /**
- * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
- */
- class EdgesRenderer implements IEdgesRenderer {
- /**
- * Define the size of the edges with an orthographic camera
- */
- edgesWidthScalerForOrthographic: number;
- /**
- * Define the size of the edges with a perspective camera
- */
- edgesWidthScalerForPerspective: number;
- protected _source: AbstractMesh;
- protected _linesPositions: number[];
- protected _linesNormals: number[];
- protected _linesIndices: number[];
- protected _epsilon: number;
- protected _indicesCount: number;
- protected _lineShader: ShaderMaterial;
- protected _ib: WebGLBuffer;
- protected _buffers: {
- [key: string]: Nullable<VertexBuffer>;
- };
- protected _checkVerticesInsteadOfIndices: boolean;
- private _meshRebuildObserver;
- private _meshDisposeObserver;
- /** Gets or sets a boolean indicating if the edgesRenderer is active */
- isEnabled: boolean;
- /**
- * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
- * Beware when you use this class with complex objects as the adjacencies computation can be really long
- * @param source Mesh used to create edges
- * @param epsilon sum of angles in adjacency to check for edge
- * @param checkVerticesInsteadOfIndices
- * @param generateEdgesLines - should generate Lines or only prepare resources.
- */
- constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
- protected _prepareRessources(): void;
- /** @hidden */
- _rebuild(): void;
- /**
- * Releases the required resources for the edges renderer
- */
- dispose(): void;
- protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
- protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
- /**
- * Checks if the pair of p0 and p1 is en edge
- * @param faceIndex
- * @param edge
- * @param faceNormals
- * @param p0
- * @param p1
- * @private
- */
- protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
- /**
- * Generates lines edges from adjacencjes
- * @private
- */
- _generateEdgesLines(): void;
- /**
- * Checks wether or not the edges renderer is ready to render.
- * @return true if ready, otherwise false.
- */
- isReady(): boolean;
- /**
- * Renders the edges of the attached mesh,
- */
- render(): void;
- }
- }
- declare module BABYLON {
- /**
- * This renderer is helpfull to fill one of the render target with a geometry buffer.
- */
- class GeometryBufferRenderer {
- private _scene;
- private _multiRenderTarget;
- private _ratio;
- private _enablePosition;
- protected _effect: Effect;
- protected _cachedDefines: string;
- /**
- * Set the render list (meshes to be rendered) used in the G buffer.
- */
- renderList: Mesh[];
- /**
- * Gets wether or not G buffer are supported by the running hardware.
- * This requires draw buffer supports
- */
- readonly isSupported: boolean;
- /**
- * Gets wether or not position are enabled for the G buffer.
- */
- /**
- * Sets wether or not position are enabled for the G buffer.
- */
- enablePosition: boolean;
- /**
- * Gets the scene associated with the buffer.
- */
- readonly scene: Scene;
- /**
- * Gets the ratio used by the buffer during its creation.
- * How big is the buffer related to the main canvas.
- */
- readonly ratio: number;
- /**
- * Creates a new G Buffer for the scene
- * @param scene The scene the buffer belongs to
- * @param ratio How big is the buffer related to the main canvas.
- */
- constructor(scene: Scene, ratio?: number);
- /**
- * Checks wether everything is ready to render a submesh to the G buffer.
- * @param subMesh the submesh to check readiness for
- * @param useInstances is the mesh drawn using instance or not
- * @returns true if ready otherwise false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Gets the current underlying G Buffer.
- * @returns the buffer
- */
- getGBuffer(): MultiRenderTarget;
- /**
- * Gets the number of samples used to render the buffer (anti aliasing).
- */
- /**
- * Sets the number of samples used to render the buffer (anti aliasing).
- */
- samples: number;
- /**
- * Disposes the renderer and frees up associated resources.
- */
- dispose(): void;
- protected _createRenderTargets(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
- /**
- * Gets or Sets the current geometry buffer associated to the scene.
- */
- geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
- /**
- * Enables a GeometryBufferRender and associates it with the scene
- * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
- * @returns the GeometryBufferRenderer
- */
- enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
- /**
- * Disables the GeometryBufferRender associated with the scene
- */
- disableGeometryBufferRenderer(): void;
- }
- /**
- * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
- * in several rendering techniques.
- */
- class GeometryBufferRendererSceneComponent implements ISceneComponent {
- /**
- * The component name helpful to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- private _gatherRenderTargets;
- }
- }
- declare module BABYLON {
- /**
- * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
- */
- class LineEdgesRenderer extends EdgesRenderer {
- /**
- * This constructor turns off auto generating edges line in Edges Renderer to make it here.
- * @param source LineMesh used to generate edges
- * @param epsilon not important (specified angle for edge detection)
- * @param checkVerticesInsteadOfIndices not important for LineMesh
- */
- constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
- /**
- * Always create the edge since its a line so only important things are p0 and p1
- * @param faceIndex not important for LineMesh
- * @param edge not important for LineMesh
- * @param faceNormals not important for LineMesh
- * @param p0 beginnig of line
- * @param p1 end of line
- */
- protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
- /**
- * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
- */
- _generateEdgesLines(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden */
- _outlineRenderer: OutlineRenderer;
- /**
- * Gets the outline renderer associated with the scene
- * @returns a OutlineRenderer
- */
- getOutlineRenderer(): OutlineRenderer;
- }
- interface AbstractMesh {
- /** @hidden (Backing field) */
- _renderOutline: boolean;
- /**
- * Gets or sets a boolean indicating if the outline must be rendered as well
- * @see https://www.babylonjs-playground.com/#10WJ5S#3
- */
- renderOutline: boolean;
- /** @hidden (Backing field) */
- _renderOverlay: boolean;
- /**
- * Gets or sets a boolean indicating if the overlay must be rendered as well
- * @see https://www.babylonjs-playground.com/#10WJ5S#2
- */
- renderOverlay: boolean;
- }
- /**
- * This class is responsible to draw bothe outline/overlay of meshes.
- * It should not be used directly but through the available method on mesh.
- */
- class OutlineRenderer implements ISceneComponent {
- /**
- * The name of the component. Each component must have a unique name.
- */
- name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Defines a zOffset to prevent zFighting between the overlay and the mesh.
- */
- zOffset: number;
- private _engine;
- private _effect;
- private _cachedDefines;
- private _savedDepthWrite;
- /**
- * Instantiates a new outline renderer. (There could be only one per scene).
- * @param scene Defines the scene it belongs to
- */
- constructor(scene: Scene);
- /**
- * Register the component to one instance of a scene.
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- /**
- * Renders the outline in the canvas.
- * @param subMesh Defines the sumesh to render
- * @param batch Defines the batch of meshes in case of instances
- * @param useOverlay Defines if the rendering is for the overlay or the outline
- */
- render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
- /**
- * Returns whether or not the outline renderer is ready for a given submesh.
- * All the dependencies e.g. submeshes, texture, effect... mus be ready
- * @param subMesh Defines the submesh to check readyness for
- * @param useInstances Defines wheter wee are trying to render instances or not
- * @returns true if ready otherwise false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- private _beforeRenderingMesh;
- private _afterRenderingMesh;
- }
- }
- declare module BABYLON {
- /**
- * This represents the object necessary to create a rendering group.
- * This is exclusively used and created by the rendering manager.
- * To modify the behavior, you use the available helpers in your scene or meshes.
- * @hidden
- */
- class RenderingGroup {
- index: number;
- private _scene;
- private _opaqueSubMeshes;
- private _transparentSubMeshes;
- private _alphaTestSubMeshes;
- private _depthOnlySubMeshes;
- private _particleSystems;
- private _spriteManagers;
- private _opaqueSortCompareFn;
- private _alphaTestSortCompareFn;
- private _transparentSortCompareFn;
- private _renderOpaque;
- private _renderAlphaTest;
- private _renderTransparent;
- private _edgesRenderers;
- onBeforeTransparentRendering: () => void;
- /**
- * Set the opaque sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
- /**
- * Set the alpha test sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
- /**
- * Set the transparent sort comparison function.
- * If null the sub meshes will be render in the order they were created
- */
- transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
- /**
- * Creates a new rendering group.
- * @param index The rendering group index
- * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
- * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
- * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
- */
- constructor(index: number, scene: Scene, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>);
- /**
- * Render all the sub meshes contained in the group.
- * @param customRenderFunction Used to override the default render behaviour of the group.
- * @returns true if rendered some submeshes.
- */
- render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
- /**
- * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderOpaqueSorted;
- /**
- * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderAlphaTestSorted;
- /**
- * Renders the opaque submeshes in the order from the transparentSortCompareFn.
- * @param subMeshes The submeshes to render
- */
- private renderTransparentSorted;
- /**
- * Renders the submeshes in a specified order.
- * @param subMeshes The submeshes to sort before render
- * @param sortCompareFn The comparison function use to sort
- * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
- * @param transparent Specifies to activate blending if true
- */
- private static renderSorted;
- /**
- * Renders the submeshes in the order they were dispatched (no sort applied).
- * @param subMeshes The submeshes to render
- */
- private static renderUnsorted;
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered back to front if in the same alpha index.
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered back to front.
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
- /**
- * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
- * are rendered front to back (prevent overdraw).
- *
- * @param a The first submesh
- * @param b The second submesh
- * @returns The result of the comparison
- */
- static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
- /**
- * Resets the different lists of submeshes to prepare a new frame.
- */
- prepare(): void;
- dispose(): void;
- /**
- * Inserts the submesh in its correct queue depending on its material.
- * @param subMesh The submesh to dispatch
- * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
- * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
- */
- dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
- dispatchSprites(spriteManager: ISpriteManager): void;
- dispatchParticles(particleSystem: IParticleSystem): void;
- private _renderParticles;
- private _renderSprites;
- }
- }
- declare module BABYLON {
- /**
- * Interface describing the different options available in the rendering manager
- * regarding Auto Clear between groups.
- */
- interface IRenderingManagerAutoClearSetup {
- /**
- * Defines whether or not autoclear is enable.
- */
- autoClear: boolean;
- /**
- * Defines whether or not to autoclear the depth buffer.
- */
- depth: boolean;
- /**
- * Defines whether or not to autoclear the stencil buffer.
- */
- stencil: boolean;
- }
- /**
- * This is the manager responsible of all the rendering for meshes sprites and particles.
- * It is enable to manage the different groups as well as the different necessary sort functions.
- * This should not be used directly aside of the few static configurations
- */
- class RenderingManager {
- /**
- * The max id used for rendering groups (not included)
- */
- static MAX_RENDERINGGROUPS: number;
- /**
- * The min id used for rendering groups (included)
- */
- static MIN_RENDERINGGROUPS: number;
- /**
- * Used to globally prevent autoclearing scenes.
- */
- static AUTOCLEAR: boolean;
- /**
- * @hidden
- */
- _useSceneAutoClearSetup: boolean;
- private _scene;
- private _renderingGroups;
- private _depthStencilBufferAlreadyCleaned;
- private _autoClearDepthStencil;
- private _customOpaqueSortCompareFn;
- private _customAlphaTestSortCompareFn;
- private _customTransparentSortCompareFn;
- private _renderingGroupInfo;
- /**
- * Instantiates a new rendering group for a particular scene
- * @param scene Defines the scene the groups belongs to
- */
- constructor(scene: Scene);
- private _clearDepthStencilBuffer;
- /**
- * Renders the entire managed groups. This is used by the scene or the different rennder targets.
- * @hidden
- */
- render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
- /**
- * Resets the different information of the group to prepare a new frame
- * @hidden
- */
- reset(): void;
- /**
- * Dispose and release the group and its associated resources.
- * @hidden
- */
- dispose(): void;
- /**
- * Clear the info related to rendering groups preventing retention points during dispose.
- */
- freeRenderingGroups(): void;
- private _prepareRenderingGroup;
- /**
- * Add a sprite manager to the rendering manager in order to render it this frame.
- * @param spriteManager Define the sprite manager to render
- */
- dispatchSprites(spriteManager: ISpriteManager): void;
- /**
- * Add a particle system to the rendering manager in order to render it this frame.
- * @param particleSystem Define the particle system to render
- */
- dispatchParticles(particleSystem: IParticleSystem): void;
- /**
- * Add a submesh to the manager in order to render it this frame
- * @param subMesh The submesh to dispatch
- * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
- * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
- */
- dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
- /**
- * Overrides the default sort function applied in the renderging group to prepare the meshes.
- * This allowed control for front to back rendering or reversly depending of the special needs.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
- * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
- * @param transparentSortCompareFn The transparent queue comparison function use to sort.
- */
- setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
- /**
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
- * @param depth Automatically clears depth between groups if true and autoClear is true.
- * @param stencil Automatically clears stencil between groups if true and autoClear is true.
- */
- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
- /**
- * Gets the current auto clear configuration for one rendering group of the rendering
- * manager.
- * @param index the rendering group index to get the information for
- * @returns The auto clear setup for the requested rendering group
- */
- getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
- }
- }
- declare module BABYLON {
- /**
- * Renders a layer on top of an existing scene
- */
- class UtilityLayerRenderer implements IDisposable {
- /** the original scene that will be rendered on top of */
- originalScene: Scene;
- private _pointerCaptures;
- private _lastPointerEvents;
- private static _DefaultUtilityLayer;
- private static _DefaultKeepDepthUtilityLayer;
- /**
- * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
- */
- static readonly DefaultUtilityLayer: UtilityLayerRenderer;
- /**
- * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
- */
- static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
- /**
- * The scene that is rendered on top of the original scene
- */
- utilityLayerScene: Scene;
- /**
- * If the utility layer should automatically be rendered on top of existing scene
- */
- shouldRender: boolean;
- /**
- * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
- */
- onlyCheckPointerDownEvents: boolean;
- /**
- * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
- */
- processAllEvents: boolean;
- /**
- * Observable raised when the pointer move from the utility layer scene to the main scene
- */
- onPointerOutObservable: Observable<number>;
- /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
- mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
- private _afterRenderObserver;
- private _sceneDisposeObserver;
- private _originalPointerObserver;
- /**
- * Instantiates a UtilityLayerRenderer
- * @param originalScene the original scene that will be rendered on top of
- */
- constructor(
- /** the original scene that will be rendered on top of */
- originalScene: Scene);
- private _notifyObservers;
- /**
- * Renders the utility layers scene on top of the original scene
- */
- render(): void;
- /**
- * Disposes of the renderer
- */
- dispose(): void;
- private _updateCamera;
- }
- }
- declare module BABYLON {
- /**
- * Postprocess used to generate anaglyphic rendering
- */
- class AnaglyphPostProcess extends PostProcess {
- private _passedProcess;
- /**
- * Creates a new AnaglyphPostProcess
- * @param name defines postprocess name
- * @param options defines creation options or target ratio scale
- * @param rigCameras defines cameras using this postprocess
- * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
- * @param engine defines hosting engine
- * @param reusable defines if the postprocess will be reused multiple times per frame
- */
- constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Post process used to render in black and white
- */
- class BlackAndWhitePostProcess extends PostProcess {
- /**
- * Linear about to convert he result to black and white (default: 1)
- */
- degree: number;
- /**
- * Creates a black and white post process
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
- */
- class BloomEffect extends PostProcessRenderEffect {
- private bloomScale;
- /**
- * @hidden Internal
- */
- _effects: Array<PostProcess>;
- /**
- * @hidden Internal
- */
- _downscale: ExtractHighlightsPostProcess;
- private _blurX;
- private _blurY;
- private _merge;
- /**
- * The luminance threshold to find bright areas of the image to bloom.
- */
- threshold: number;
- /**
- * The strength of the bloom.
- */
- weight: number;
- /**
- * Specifies the size of the bloom blur kernel, relative to the final output size
- */
- kernel: number;
- /**
- * Creates a new instance of @see BloomEffect
- * @param scene The scene the effect belongs to.
- * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
- * @param bloomKernel The size of the kernel to be used when applying the blur.
- * @param bloomWeight The the strength of bloom.
- * @param pipelineTextureType The type of texture to be used when performing the post processing.
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
- /**
- * Disposes each of the internal effects for a given camera.
- * @param camera The camera to dispose the effect on.
- */
- disposeEffects(camera: Camera): void;
- /**
- * @hidden Internal
- */
- _updateEffects(): void;
- /**
- * Internal
- * @returns if all the contained post processes are ready.
- * @hidden
- */
- _isReady(): boolean;
- }
- }
- declare module BABYLON {
- /**
- * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
- */
- class BloomMergePostProcess extends PostProcess {
- /** Weight of the bloom to be added to the original input. */
- weight: number;
- /**
- * Creates a new instance of @see BloomMergePostProcess
- * @param name The name of the effect.
- * @param originalFromInput Post process which's input will be used for the merge.
- * @param blurred Blurred highlights post process which's output will be used.
- * @param weight Weight of the bloom to be added to the original input.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
- /** Weight of the bloom to be added to the original input. */
- weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * The Blur Post Process which blurs an image based on a kernel and direction.
- * Can be used twice in x and y directions to perform a guassian blur in two passes.
- */
- class BlurPostProcess extends PostProcess {
- /** The direction in which to blur the image. */
- direction: Vector2;
- private blockCompilation;
- protected _kernel: number;
- protected _idealKernel: number;
- protected _packedFloat: boolean;
- private _staticDefines;
- /**
- * Sets the length in pixels of the blur sample region
- */
- /**
- * Gets the length in pixels of the blur sample region
- */
- kernel: number;
- /**
- * Sets wether or not the blur needs to unpack/repack floats
- */
- /**
- * Gets wether or not the blur is unpacking/repacking floats
- */
- packedFloat: boolean;
- /**
- * Creates a new instance BlurPostProcess
- * @param name The name of the effect.
- * @param direction The direction in which to blur the image.
- * @param kernel The size of the kernel to be used when computing the blur. eg. Size of 3 will blur the center pixel by 2 pixels surrounding it.
- * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string,
- /** The direction in which to blur the image. */
- direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
- /**
- * Updates the effect with the current post process compile time values and recompiles the shader.
- * @param defines Define statements that should be added at the beginning of the shader. (default: null)
- * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
- * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
- * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
- * @param onCompiled Called when the shader has been compiled.
- * @param onError Called if there is an error when compiling a shader.
- */
- updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- /**
- * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
- * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
- * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
- * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
- * The gaps between physical kernels are compensated for in the weighting of the samples
- * @param idealKernel Ideal blur kernel.
- * @return Nearest best kernel.
- */
- protected _nearestBestKernel(idealKernel: number): number;
- /**
- * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
- * @param x The point on the Gaussian distribution to sample.
- * @return the value of the Gaussian function at x.
- */
- protected _gaussianWeight(x: number): number;
- /**
- * Generates a string that can be used as a floating point number in GLSL.
- * @param x Value to print.
- * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
- * @return GLSL float string.
- */
- protected _glslFloat(x: number, decimalFigures?: number): string;
- }
- }
- declare module BABYLON {
- /**
- * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
- */
- class ChromaticAberrationPostProcess extends PostProcess {
- /**
- * The amount of seperation of rgb channels (default: 30)
- */
- aberrationAmount: number;
- /**
- * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
- */
- radialIntensity: number;
- /**
- * The normilized direction in which the rgb channels should be seperated. If set to 0,0 radial direction will be used. (default: Vector2(0.707,0.707))
- */
- direction: Vector2;
- /**
- * The center position where the radialIntensity should be around. [0.5,0.5 is center of screen, 1,1 is top right corder] (default: Vector2(0.5 ,0.5))
- */
- centerPosition: Vector2;
- /**
- * Creates a new instance ChromaticAberrationPostProcess
- * @param name The name of the effect.
- * @param screenWidth The width of the screen to apply the effect on.
- * @param screenHeight The height of the screen to apply the effect on.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
- */
- class CircleOfConfusionPostProcess extends PostProcess {
- /**
- * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
- */
- lensSize: number;
- /**
- * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
- */
- fStop: number;
- /**
- * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
- */
- focusDistance: number;
- /**
- * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
- */
- focalLength: number;
- private _depthTexture;
- /**
- * Creates a new instance CircleOfConfusionPostProcess
- * @param name The name of the effect.
- * @param depthTexture The depth texture of the scene to compute the circle of confusion. This must be set in order for this to function but may be set after initialization if needed.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- /**
- * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
- */
- depthTexture: RenderTargetTexture;
- }
- }
- declare module BABYLON {
- /**
- *
- * This post-process allows the modification of rendered colors by using
- * a 'look-up table' (LUT). This effect is also called Color Grading.
- *
- * The object needs to be provided an url to a texture containing the color
- * look-up table: the texture must be 256 pixels wide and 16 pixels high.
- * Use an image editing software to tweak the LUT to match your needs.
- *
- * For an example of a color LUT, see here:
- * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
- * For explanations on color grading, see here:
- * @see http://udn.epicgames.com/Three/ColorGrading.html
- *
- */
- class ColorCorrectionPostProcess extends PostProcess {
- private _colorTableTexture;
- constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
- * input texture to perform effects such as edge detection or sharpening
- * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- class ConvolutionPostProcess extends PostProcess {
- /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
- kernel: number[];
- /**
- * Creates a new instance ConvolutionPostProcess
- * @param name The name of the effect.
- * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- */
- constructor(name: string,
- /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
- kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
- /**
- * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static EdgeDetect0Kernel: number[];
- /**
- * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static EdgeDetect1Kernel: number[];
- /**
- * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static EdgeDetect2Kernel: number[];
- /**
- * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static SharpenKernel: number[];
- /**
- * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static EmbossKernel: number[];
- /**
- * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- static GaussianKernel: number[];
- }
- }
- declare module BABYLON {
- /**
- * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
- * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
- * based on samples that have a large difference in distance than the center pixel.
- * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
- */
- class DepthOfFieldBlurPostProcess extends BlurPostProcess {
- direction: Vector2;
- /**
- * Creates a new instance CircleOfConfusionPostProcess
- * @param name The name of the effect.
- * @param scene The scene the effect belongs to.
- * @param direction The direction the blur should be applied.
- * @param kernel The size of the kernel used to blur.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
- * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, scene: Scene, direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, circleOfConfusion: PostProcess, imageToBlur?: Nullable<PostProcess>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Specifies the level of max blur that should be applied when using the depth of field effect
- */
- enum DepthOfFieldEffectBlurLevel {
- /**
- * Subtle blur
- */
- Low = 0,
- /**
- * Medium blur
- */
- Medium = 1,
- /**
- * Large blur
- */
- High = 2
- }
- /**
- * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
- */
- class DepthOfFieldEffect extends PostProcessRenderEffect {
- private _circleOfConfusion;
- /**
- * @hidden Internal, blurs from high to low
- */
- _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
- private _depthOfFieldBlurY;
- private _dofMerge;
- /**
- * @hidden Internal post processes in depth of field effect
- */
- _effects: Array<PostProcess>;
- /**
- * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
- */
- focalLength: number;
- /**
- * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
- */
- fStop: number;
- /**
- * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
- */
- focusDistance: number;
- /**
- * Max lens size in scene units/1000 (eg. millimeter). Standard cameras are 50mm. (default: 50) The diamater of the resulting aperture can be computed by lensSize/fStop.
- */
- lensSize: number;
- /**
- * Creates a new instance DepthOfFieldEffect
- * @param scene The scene the effect belongs to.
- * @param depthTexture The depth texture of the scene to compute the circle of confusion.This must be set in order for this to function but may be set after initialization if needed.
- * @param pipelineTextureType The type of texture to be used when performing the post processing.
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
- /**
- * Depth texture to be used to compute the circle of confusion. This must be set here or in the constructor in order for the post process to function.
- */
- depthTexture: RenderTargetTexture;
- /**
- * Disposes each of the internal effects for a given camera.
- * @param camera The camera to dispose the effect on.
- */
- disposeEffects(camera: Camera): void;
- /**
- * @hidden Internal
- */
- _updateEffects(): void;
- /**
- * Internal
- * @returns if all the contained post processes are ready.
- * @hidden
- */
- _isReady(): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Options to be set when merging outputs from the default pipeline.
- */
- class DepthOfFieldMergePostProcessOptions {
- /**
- * The original image to merge on top of
- */
- originalFromInput: PostProcess;
- /**
- * Parameters to perform the merge of the depth of field effect
- */
- depthOfField?: {
- circleOfConfusion: PostProcess;
- blurSteps: Array<PostProcess>;
- };
- /**
- * Parameters to perform the merge of bloom effect
- */
- bloom?: {
- blurred: PostProcess;
- weight: number;
- };
- }
- /**
- * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
- */
- class DepthOfFieldMergePostProcess extends PostProcess {
- private blurSteps;
- /**
- * Creates a new instance of DepthOfFieldMergePostProcess
- * @param name The name of the effect.
- * @param originalFromInput Post process which's input will be used for the merge.
- * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
- * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, originalFromInput: PostProcess, circleOfConfusion: PostProcess, blurSteps: Array<PostProcess>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- /**
- * Updates the effect with the current post process compile time values and recompiles the shader.
- * @param defines Define statements that should be added at the beginning of the shader. (default: null)
- * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
- * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
- * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
- * @param onCompiled Called when the shader has been compiled.
- * @param onError Called if there is an error when compiling a shader.
- */
- updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- }
- }
- declare module BABYLON {
- /**
- * DisplayPassPostProcess which produces an output the same as it's input
- */
- class DisplayPassPostProcess extends PostProcess {
- /**
- * Creates the DisplayPassPostProcess
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * The extract highlights post process sets all pixels to black except pixels above the specified luminance threshold. Used as the first step for a bloom effect.
- */
- class ExtractHighlightsPostProcess extends PostProcess {
- /**
- * The luminance threshold, pixels below this value will be set to black.
- */
- threshold: number;
- /** @hidden */
- _exposure: number;
- /**
- * Post process which has the input texture to be used when performing highlight extraction
- * @hidden
- */
- _inputPostProcess: Nullable<PostProcess>;
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Applies a kernel filter to the image
- */
- class FilterPostProcess extends PostProcess {
- /** The matrix to be applied to the image */
- kernelMatrix: Matrix;
- /**
- *
- * @param name The name of the effect.
- * @param kernelMatrix The matrix to be applied to the image
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(name: string,
- /** The matrix to be applied to the image */
- kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Fxaa post process
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
- */
- class FxaaPostProcess extends PostProcess {
- /** @hidden */
- texelWidth: number;
- /** @hidden */
- texelHeight: number;
- constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
- private _getDefines;
- }
- }
- declare module BABYLON {
- /**
- * The GrainPostProcess adds noise to the image at mid luminance levels
- */
- class GrainPostProcess extends PostProcess {
- /**
- * The intensity of the grain added (default: 30)
- */
- intensity: number;
- /**
- * If the grain should be randomized on every frame
- */
- animated: boolean;
- /**
- * Creates a new instance of @see GrainPostProcess
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Extracts highlights from the image
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
- */
- class HighlightsPostProcess extends PostProcess {
- /**
- * Extracts highlights from the image
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
- */
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
- }
- }
- declare module BABYLON {
- /**
- * ImageProcessingPostProcess
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
- */
- class ImageProcessingPostProcess extends PostProcess {
- /**
- * Default configuration related to image processing available in the PBR Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver;
- /**
- * Attaches a new image processing configuration to the PBR Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
- /**
- * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
- */
- /**
- * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
- */
- colorCurves: Nullable<ColorCurves>;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- colorCurvesEnabled: boolean;
- /**
- * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
- */
- /**
- * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
- */
- colorGradingTexture: Nullable<BaseTexture>;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Gets wether the color grading effect is enabled.
- */
- colorGradingEnabled: boolean;
- /**
- * Gets exposure used in the effect.
- */
- /**
- * Sets exposure used in the effect.
- */
- exposure: number;
- /**
- * Gets wether tonemapping is enabled or not.
- */
- /**
- * Sets wether tonemapping is enabled or not
- */
- toneMappingEnabled: boolean;
- /**
- * Gets contrast used in the effect.
- */
- /**
- * Sets contrast used in the effect.
- */
- contrast: number;
- /**
- * Gets Vignette stretch size.
- */
- /**
- * Sets Vignette stretch size.
- */
- vignetteStretch: number;
- /**
- * Gets Vignette centre X Offset.
- */
- /**
- * Sets Vignette centre X Offset.
- */
- vignetteCentreX: number;
- /**
- * Gets Vignette centre Y Offset.
- */
- /**
- * Sets Vignette centre Y Offset.
- */
- vignetteCentreY: number;
- /**
- * Gets Vignette weight or intensity of the vignette effect.
- */
- /**
- * Sets Vignette weight or intensity of the vignette effect.
- */
- vignetteWeight: number;
- /**
- * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
- * if vignetteEnabled is set to true.
- */
- /**
- * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
- * if vignetteEnabled is set to true.
- */
- vignetteColor: Color4;
- /**
- * Gets Camera field of view used by the Vignette effect.
- */
- /**
- * Sets Camera field of view used by the Vignette effect.
- */
- vignetteCameraFov: number;
- /**
- * Gets the vignette blend mode allowing different kind of effect.
- */
- /**
- * Sets the vignette blend mode allowing different kind of effect.
- */
- vignetteBlendMode: number;
- /**
- * Gets wether the vignette effect is enabled.
- */
- /**
- * Sets wether the vignette effect is enabled.
- */
- vignetteEnabled: boolean;
- private _fromLinearSpace;
- /**
- * Gets wether the input of the processing is in Gamma or Linear Space.
- */
- /**
- * Sets wether the input of the processing is in Gamma or Linear Space.
- */
- fromLinearSpace: boolean;
- /**
- * Defines cache preventing GC.
- */
- private _defines;
- constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
- /**
- * "ImageProcessingPostProcess"
- * @returns "ImageProcessingPostProcess"
- */
- getClassName(): string;
- protected _updateParameters(): void;
- dispose(camera?: Camera): void;
- }
- }
- declare module BABYLON {
- /**
- * PassPostProcess which produces an output the same as it's input
- */
- class PassPostProcess extends PostProcess {
- /**
- * Creates the PassPostProcess
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType The type of texture to be used when performing the post processing.
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * Size options for a post process
- */
- type PostProcessOptions = {
- width: number;
- height: number;
- };
- /**
- * PostProcess can be used to apply a shader to a texture after it has been rendered
- * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
- */
- class PostProcess {
- /** Name of the PostProcess. */
- name: string;
- /**
- * Width of the texture to apply the post process on
- */
- width: number;
- /**
- * Height of the texture to apply the post process on
- */
- height: number;
- /**
- * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
- * @hidden
- */
- _outputTexture: Nullable<InternalTexture>;
- /**
- * Sampling mode used by the shader
- * See https://doc.babylonjs.com/classes/3.1/texture
- */
- renderTargetSamplingMode: number;
- /**
- * Clear color to use when screen clearing
- */
- clearColor: Color4;
- /**
- * If the buffer needs to be cleared before applying the post process. (default: true)
- * Should be set to false if shader will overwrite all previous pixels.
- */
- autoClear: boolean;
- /**
- * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
- */
- alphaMode: number;
- /**
- * Sets the setAlphaBlendConstants of the babylon engine
- */
- alphaConstants: Color4;
- /**
- * Animations to be used for the post processing
- */
- animations: Animation[];
- /**
- * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
- * Can only be used on a single postprocess or on the last one of a chain. (default: false)
- */
- enablePixelPerfectMode: boolean;
- /**
- * Force the postprocess to be applied without taking in account viewport
- */
- forceFullscreenViewport: boolean;
- /**
- * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
- *
- * | Value | Type | Description |
- * | ----- | ----------------------------------- | ----------- |
- * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
- * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
- * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
- *
- */
- scaleMode: number;
- /**
- * Force textures to be a power of two (default: false)
- */
- alwaysForcePOT: boolean;
- private _samples;
- /**
- * Number of sample textures (default: 1)
- */
- samples: number;
- /**
- * Modify the scale of the post process to be the same as the viewport (default: false)
- */
- adaptScaleToCurrentViewport: boolean;
- private _camera;
- private _scene;
- private _engine;
- private _options;
- private _reusable;
- private _textureType;
- /**
- * Smart array of input and output textures for the post process.
- * @hidden
- */
- _textures: SmartArray<InternalTexture>;
- /**
- * The index in _textures that corresponds to the output texture.
- * @hidden
- */
- _currentRenderTextureInd: number;
- private _effect;
- private _samplers;
- private _fragmentUrl;
- private _vertexUrl;
- private _parameters;
- private _scaleRatio;
- protected _indexParameters: any;
- private _shareOutputWithPostProcess;
- private _texelSize;
- private _forcedOutputTexture;
- /**
- * An event triggered when the postprocess is activated.
- */
- onActivateObservable: Observable<Camera>;
- private _onActivateObserver;
- /**
- * A function that is added to the onActivateObservable
- */
- onActivate: Nullable<(camera: Camera) => void>;
- /**
- * An event triggered when the postprocess changes its size.
- */
- onSizeChangedObservable: Observable<PostProcess>;
- private _onSizeChangedObserver;
- /**
- * A function that is added to the onSizeChangedObservable
- */
- onSizeChanged: (postProcess: PostProcess) => void;
- /**
- * An event triggered when the postprocess applies its effect.
- */
- onApplyObservable: Observable<Effect>;
- private _onApplyObserver;
- /**
- * A function that is added to the onApplyObservable
- */
- onApply: (effect: Effect) => void;
- /**
- * An event triggered before rendering the postprocess
- */
- onBeforeRenderObservable: Observable<Effect>;
- private _onBeforeRenderObserver;
- /**
- * A function that is added to the onBeforeRenderObservable
- */
- onBeforeRender: (effect: Effect) => void;
- /**
- * An event triggered after rendering the postprocess
- */
- onAfterRenderObservable: Observable<Effect>;
- private _onAfterRenderObserver;
- /**
- * A function that is added to the onAfterRenderObservable
- */
- onAfterRender: (efect: Effect) => void;
- /**
- * The input texture for this post process and the output texture of the previous post process. When added to a pipeline the previous post process will
- * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
- */
- inputTexture: InternalTexture;
- /**
- * Gets the camera which post process is applied to.
- * @returns The camera the post process is applied to.
- */
- getCamera(): Camera;
- /**
- * Gets the texel size of the postprocess.
- * See https://en.wikipedia.org/wiki/Texel_(graphics)
- */
- readonly texelSize: Vector2;
- /**
- * Creates a new instance PostProcess
- * @param name The name of the PostProcess.
- * @param fragmentUrl The url of the fragment shader to be used.
- * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
- * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
- * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param defines String of defines that will be set when running the fragment shader. (default: null)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
- * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
- * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
- */
- constructor(
- /** Name of the PostProcess. */
- name: string, fragmentUrl: string, parameters: Nullable<string[]>, samplers: Nullable<string[]>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, defines?: Nullable<string>, textureType?: number, vertexUrl?: string, indexParameters?: any, blockCompilation?: boolean);
- /**
- * Gets the engine which this post process belongs to.
- * @returns The engine the post process was enabled with.
- */
- getEngine(): Engine;
- /**
- * The effect that is created when initializing the post process.
- * @returns The created effect corrisponding the the postprocess.
- */
- getEffect(): Effect;
- /**
- * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
- * @param postProcess The post process to share the output with.
- * @returns This post process.
- */
- shareOutputWith(postProcess: PostProcess): PostProcess;
- /**
- * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
- * This should be called if the post process that shares output with this post process is disabled/disposed.
- */
- useOwnOutput(): void;
- /**
- * Updates the effect with the current post process compile time values and recompiles the shader.
- * @param defines Define statements that should be added at the beginning of the shader. (default: null)
- * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
- * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
- * @param indexParameters The index parameters to be used for babylons include syntax "#include<kernelBlurVaryingDeclaration>[0..varyingCount]". (default: undefined) See usage in babylon.blurPostProcess.ts and kernelBlur.vertex.fx
- * @param onCompiled Called when the shader has been compiled.
- * @param onError Called if there is an error when compiling a shader.
- */
- updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
- /**
- * The post process is reusable if it can be used multiple times within one frame.
- * @returns If the post process is reusable
- */
- isReusable(): boolean;
- /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
- markTextureDirty(): void;
- /**
- * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
- * When this post process is used in a pipeline, this is call will bind the input texture of this post process to the output of the previous.
- * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
- * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
- * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
- * @returns The target texture that was bound to be written to.
- */
- activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
- /**
- * If the post process is supported.
- */
- readonly isSupported: boolean;
- /**
- * The aspect ratio of the output texture.
- */
- readonly aspectRatio: number;
- /**
- * Get a value indicating if the post-process is ready to be used
- * @returns true if the post-process is ready (shader is compiled)
- */
- isReady(): boolean;
- /**
- * Binds all textures and uniforms to the shader, this will be run on every pass.
- * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
- */
- apply(): Nullable<Effect>;
- private _disposeTextures;
- /**
- * Disposes the post process.
- * @param camera The camera to dispose the post process on.
- */
- dispose(camera?: Camera): void;
- }
- }
- declare module BABYLON {
- /**
- * PostProcessManager is used to manage one or more post processes or post process pipelines
- * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
- */
- class PostProcessManager {
- private _scene;
- private _indexBuffer;
- private _vertexBuffers;
- /**
- * Creates a new instance PostProcess
- * @param scene The scene that the post process is associated with.
- */
- constructor(scene: Scene);
- private _prepareBuffers;
- private _buildIndexBuffer;
- /**
- * Rebuilds the vertex buffers of the manager.
- * @hidden
- */
- _rebuild(): void;
- /**
- * Prepares a frame to be run through a post process.
- * @param sourceTexture The input texture to the post procesess. (default: null)
- * @param postProcesses An array of post processes to be run. (default: null)
- * @returns True if the post processes were able to be run.
- * @hidden
- */
- _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
- /**
- * Manually render a set of post processes to a texture.
- * @param postProcesses An array of post processes to be run.
- * @param targetTexture The target texture to render to.
- * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
- * @param faceIndex defines the face to render to if a cubemap is defined as the target
- * @param lodLevel defines which lod of the texture to render to
- */
- directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
- /**
- * Finalize the result of the output of the postprocesses.
- * @param doNotPresent If true the result will not be displayed to the screen.
- * @param targetTexture The target texture to render to.
- * @param faceIndex The index of the face to bind the target texture to.
- * @param postProcesses The array of post processes to render.
- * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
- * @hidden
- */
- _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
- /**
- * Disposes of the post process manager.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Post process which applies a refractin texture
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
- */
- class RefractionPostProcess extends PostProcess {
- /** the base color of the refraction (used to taint the rendering) */
- color: Color3;
- /** simulated refraction depth */
- depth: number;
- /** the coefficient of the base color (0 to remove base color tainting) */
- colorLevel: number;
- private _refTexture;
- private _ownRefractionTexture;
- /**
- * Gets or sets the refraction texture
- * Please note that you are responsible for disposing the texture if you set it manually
- */
- refractionTexture: Texture;
- /**
- * Initializes the RefractionPostProcess
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
- * @param name The name of the effect.
- * @param refractionTextureUrl Url of the refraction texture to use
- * @param color the base color of the refraction (used to taint the rendering)
- * @param depth simulated refraction depth
- * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
- * @param camera The camera to apply the render pass to.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(name: string, refractionTextureUrl: string,
- /** the base color of the refraction (used to taint the rendering) */
- color: Color3,
- /** simulated refraction depth */
- depth: number,
- /** the coefficient of the base color (0 to remove base color tainting) */
- colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
- /**
- * Disposes of the post process
- * @param camera Camera to dispose post process on
- */
- dispose(camera: Camera): void;
- }
- }
- declare module BABYLON {
- /**
- * The SharpenPostProcess applies a sharpen kernel to every pixel
- * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
- */
- class SharpenPostProcess extends PostProcess {
- /**
- * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
- */
- colorAmount: number;
- /**
- * How much sharpness should be applied (default: 0.3)
- */
- edgeAmount: number;
- /**
- * Creates a new instance ConvolutionPostProcess
- * @param name The name of the effect.
- * @param options The required width/height ratio to downsize to before computing the render pass.
- * @param camera The camera to apply the render pass to.
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- * @param textureType Type of textures used when performing the post process. (default: 0)
- * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
- */
- constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
- }
- }
- declare module BABYLON {
- /**
- * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
- */
- class StereoscopicInterlacePostProcess extends PostProcess {
- private _stepSize;
- private _passedProcess;
- /**
- * Initializes a StereoscopicInterlacePostProcess
- * @param name The name of the effect.
- * @param rigCameras The rig cameras to be appled to the post process
- * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
- * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
- * @param engine The engine which the post process will be applied. (default: current engine)
- * @param reusable If the post process can be reused on the same frame. (default: false)
- */
- constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
- }
- }
- declare module BABYLON {
- /** Defines operator used for tonemapping */
- enum TonemappingOperator {
- /** Hable */
- Hable = 0,
- /** Reinhard */
- Reinhard = 1,
- /** HejiDawson */
- HejiDawson = 2,
- /** Photographic */
- Photographic = 3
- }
- /**
- * Defines a post process to apply tone mapping
- */
- class TonemapPostProcess extends PostProcess {
- private _operator;
- /** Defines the required exposure adjustement */
- exposureAdjustment: number;
- /**
- * Creates a new TonemapPostProcess
- * @param name defines the name of the postprocess
- * @param _operator defines the operator to use
- * @param exposureAdjustment defines the required exposure adjustement
- * @param camera defines the camera to use (can be null)
- * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
- * @param engine defines the hosting engine (can be ignore if camera is set)
- * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
- */
- constructor(name: string, _operator: TonemappingOperator,
- /** Defines the required exposure adjustement */
- exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
- }
- }
- declare module BABYLON {
- /**
- * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
- */
- class VolumetricLightScatteringPostProcess extends PostProcess {
- private _volumetricLightScatteringPass;
- private _volumetricLightScatteringRTT;
- private _viewPort;
- private _screenCoordinates;
- private _cachedDefines;
- /**
- * If not undefined, the mesh position is computed from the attached node position
- */
- attachedNode: {
- position: Vector3;
- };
- /**
- * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
- */
- customMeshPosition: Vector3;
- /**
- * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
- */
- useCustomMeshPosition: boolean;
- /**
- * If the post-process should inverse the light scattering direction
- */
- invert: boolean;
- /**
- * The internal mesh used by the post-process
- */
- mesh: Mesh;
- /**
- * @hidden
- * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
- */
- useDiffuseColor: boolean;
- /**
- * Array containing the excluded meshes not rendered in the internal pass
- */
- excludedMeshes: AbstractMesh[];
- /**
- * Controls the overall intensity of the post-process
- */
- exposure: number;
- /**
- * Dissipates each sample's contribution in range [0, 1]
- */
- decay: number;
- /**
- * Controls the overall intensity of each sample
- */
- weight: number;
- /**
- * Controls the density of each sample
- */
- density: number;
- /**
- * @constructor
- * @param name The post-process name
- * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
- * @param camera The camera that the post-process will be attached to
- * @param mesh The mesh used to create the light scattering
- * @param samples The post-process quality, default 100
- * @param samplingModeThe post-process filtering mode
- * @param engine The babylon engine
- * @param reusable If the post-process is reusable
- * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
- */
- constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
- /**
- * Returns the string "VolumetricLightScatteringPostProcess"
- * @returns "VolumetricLightScatteringPostProcess"
- */
- getClassName(): string;
- private _isReady;
- /**
- * Sets the new light position for light scattering effect
- * @param position The new custom light position
- */
- setCustomMeshPosition(position: Vector3): void;
- /**
- * Returns the light position for light scattering effect
- * @return Vector3 The custom light position
- */
- getCustomMeshPosition(): Vector3;
- /**
- * Disposes the internal assets and detaches the post-process from the camera
- */
- dispose(camera: Camera): void;
- /**
- * Returns the render target texture used by the post-process
- * @return the render target texture used by the post-process
- */
- getPass(): RenderTargetTexture;
- private _meshExcluded;
- private _createPass;
- private _updateMeshScreenCoordinates;
- /**
- * Creates a default mesh for the Volumeric Light Scattering post-process
- * @param name The mesh name
- * @param scene The scene where to create the mesh
- * @return the default mesh
- */
- static CreateDefaultMesh(name: string, scene: Scene): Mesh;
- }
- }
- declare module BABYLON {
- /**
- * VRDistortionCorrectionPostProcess used for mobile VR
- */
- class VRDistortionCorrectionPostProcess extends PostProcess {
- private _isRightEye;
- private _distortionFactors;
- private _postProcessScaleFactor;
- private _lensCenterOffset;
- private _scaleIn;
- private _scaleFactor;
- private _lensCenter;
- /**
- * Initializes the VRDistortionCorrectionPostProcess
- * @param name The name of the effect.
- * @param camera The camera to apply the render pass to.
- * @param isRightEye If this is for the right eye distortion
- * @param vrMetrics All the required metrics for the VR camera
- */
- constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
- }
- }
- declare module BABYLON {
- /**
- * Class used to represent a sprite
- * @see http://doc.babylonjs.com/babylon101/sprites
- */
- class Sprite {
- /** defines the name */
- name: string;
- /** Gets or sets the current world position */
- position: Vector3;
- /** Gets or sets the main color */
- color: Color4;
- /** Gets or sets the width */
- width: number;
- /** Gets or sets the height */
- height: number;
- /** Gets or sets rotation angle */
- angle: number;
- /** Gets or sets the cell index in the sprite sheet */
- cellIndex: number;
- /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
- invertU: number;
- /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
- invertV: number;
- /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
- disposeWhenFinishedAnimating: boolean;
- /** Gets the list of attached animations */
- animations: Animation[];
- /** Gets or sets a boolean indicating if the sprite can be picked */
- isPickable: boolean;
- /**
- * Gets or sets the associated action manager
- */
- actionManager: Nullable<ActionManager>;
- private _animationStarted;
- private _loopAnimation;
- private _fromIndex;
- private _toIndex;
- private _delay;
- private _direction;
- private _manager;
- private _time;
- private _onAnimationEnd;
- /**
- * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
- */
- isVisible: boolean;
- /**
- * Gets or sets the sprite size
- */
- size: number;
- /**
- * Creates a new Sprite
- * @param name defines the name
- * @param manager defines the manager
- */
- constructor(
- /** defines the name */
- name: string, manager: ISpriteManager);
- /**
- * Starts an animation
- * @param from defines the initial key
- * @param to defines the end key
- * @param loop defines if the animation must loop
- * @param delay defines the start delay (in ms)
- * @param onAnimationEnd defines a callback to call when animation ends
- */
- playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
- /** Stops current animation (if any) */
- stopAnimation(): void;
- /** @hidden */
- _animate(deltaTime: number): void;
- /** Release associated resources */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Defines the minimum interface to fullfil in order to be a sprite manager.
- */
- interface ISpriteManager extends IDisposable {
- /**
- * Restricts the camera to viewing objects with the same layerMask.
- * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
- */
- layerMask: number;
- /**
- * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
- */
- isPickable: boolean;
- /**
- * Specifies the rendering group id for this mesh (0 by default)
- * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
- */
- renderingGroupId: number;
- /**
- * Defines the list of sprites managed by the manager.
- */
- sprites: Array<Sprite>;
- /**
- * Tests the intersection of a sprite with a specific ray.
- * @param ray The ray we are sending to test the collision
- * @param camera The camera space we are sending rays in
- * @param predicate A predicate allowing excluding sprites from the list of object to test
- * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
- * @returns picking info or null.
- */
- intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
- /**
- * Renders the list of sprites on screen.
- */
- render(): void;
- }
- /**
- * Class used to manage multiple sprites on the same spritesheet
- * @see http://doc.babylonjs.com/babylon101/sprites
- */
- class SpriteManager implements ISpriteManager {
- /** defines the manager's name */
- name: string;
- /** Gets the list of sprites */
- sprites: Sprite[];
- /** Gets or sets the rendering group id (0 by default) */
- renderingGroupId: number;
- /** Gets or sets camera layer mask */
- layerMask: number;
- /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
- fogEnabled: boolean;
- /** Gets or sets a boolean indicating if the sprites are pickable */
- isPickable: boolean;
- /** Defines the default width of a cell in the spritesheet */
- cellWidth: number;
- /** Defines the default height of a cell in the spritesheet */
- cellHeight: number;
- /**
- * An event triggered when the manager is disposed.
- */
- onDisposeObservable: Observable<SpriteManager>;
- private _onDisposeObserver;
- /**
- * Callback called when the manager is disposed
- */
- onDispose: () => void;
- private _capacity;
- private _spriteTexture;
- private _epsilon;
- private _scene;
- private _vertexData;
- private _buffer;
- private _vertexBuffers;
- private _indexBuffer;
- private _effectBase;
- private _effectFog;
- /**
- * Gets or sets the spritesheet texture
- */
- texture: Texture;
- /**
- * Creates a new sprite manager
- * @param name defines the manager's name
- * @param imgUrl defines the sprite sheet url
- * @param capacity defines the maximum allowed number of sprites
- * @param cellSize defines the size of a sprite cell
- * @param scene defines the hosting scene
- * @param epsilon defines the epsilon value to align texture (0.01 by default)
- * @param samplingMode defines the smapling mode to use with spritesheet
- */
- constructor(
- /** defines the manager's name */
- name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number);
- private _appendSpriteVertex;
- /**
- * Intersects the sprites with a ray
- * @param ray defines the ray to intersect with
- * @param camera defines the current active camera
- * @param predicate defines a predicate used to select candidate sprites
- * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
- * @returns null if no hit or a PickingInfo
- */
- intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
- /**
- * Render all child sprites
- */
- render(): void;
- /**
- * Release associated resources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden */
- _pointerOverSprite: Nullable<Sprite>;
- /** @hidden */
- _pickedDownSprite: Nullable<Sprite>;
- /** @hidden */
- _tempSpritePickingRay: Nullable<Ray>;
- /**
- * All of the sprite managers added to this scene
- * @see http://doc.babylonjs.com/babylon101/sprites
- */
- spriteManagers: Array<ISpriteManager>;
- /**
- * An event triggered when sprites rendering is about to start
- * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
- */
- onBeforeSpritesRenderingObservable: Observable<Scene>;
- /**
- * An event triggered when sprites rendering is done
- * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
- */
- onAfterSpritesRenderingObservable: Observable<Scene>;
- /** @hidden */
- _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
- /** Launch a ray to try to pick a sprite in the scene
- * @param x position on screen
- * @param y position on screen
- * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
- * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
- * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
- * @returns a PickingInfo
- */
- pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
- /** Use the given ray to pick a sprite in the scene
- * @param ray The ray (in world space) to use to pick meshes
- * @param predicate Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true
- * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
- * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
- * @returns a PickingInfo
- */
- pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
- /**
- * Force the sprite under the pointer
- * @param sprite defines the sprite to use
- */
- setPointerOverSprite(sprite: Nullable<Sprite>): void;
- /**
- * Gets the sprite under the pointer
- * @returns a Sprite or null if no sprite is under the pointer
- */
- getPointerOverSprite(): Nullable<Sprite>;
- }
- /**
- * Defines the sprite scene component responsible to manage sprites
- * in a given scene.
- */
- class SpriteSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /** @hidden */
- private _spritePredicate;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- private _pickSpriteButKeepRay;
- private _pointerMove;
- private _pointerDown;
- private _pointerUp;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- **/
- class _AlphaState {
- private _isAlphaBlendDirty;
- private _isBlendFunctionParametersDirty;
- private _isBlendEquationParametersDirty;
- private _isBlendConstantsDirty;
- private _alphaBlend;
- private _blendFunctionParameters;
- private _blendEquationParameters;
- private _blendConstants;
- /**
- * Initializes the state.
- */
- constructor();
- readonly isDirty: boolean;
- alphaBlend: boolean;
- setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
- setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
- setAlphaEquationParameters(rgb: number, alpha: number): void;
- reset(): void;
- apply(gl: WebGLRenderingContext): void;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- **/
- class _DepthCullingState {
- private _isDepthTestDirty;
- private _isDepthMaskDirty;
- private _isDepthFuncDirty;
- private _isCullFaceDirty;
- private _isCullDirty;
- private _isZOffsetDirty;
- private _isFrontFaceDirty;
- private _depthTest;
- private _depthMask;
- private _depthFunc;
- private _cull;
- private _cullFace;
- private _zOffset;
- private _frontFace;
- /**
- * Initializes the state.
- */
- constructor();
- readonly isDirty: boolean;
- zOffset: number;
- cullFace: Nullable<number>;
- cull: Nullable<boolean>;
- depthFunc: Nullable<number>;
- depthMask: boolean;
- depthTest: boolean;
- frontFace: Nullable<number>;
- reset(): void;
- apply(gl: WebGLRenderingContext): void;
- }
- }
- declare module BABYLON {
- /**
- * @hidden
- **/
- class _StencilState {
- private _isStencilTestDirty;
- private _isStencilMaskDirty;
- private _isStencilFuncDirty;
- private _isStencilOpDirty;
- private _stencilTest;
- private _stencilMask;
- private _stencilFunc;
- private _stencilFuncRef;
- private _stencilFuncMask;
- private _stencilOpStencilFail;
- private _stencilOpDepthFail;
- private _stencilOpStencilDepthPass;
- readonly isDirty: boolean;
- stencilFunc: number;
- stencilFuncRef: number;
- stencilFuncMask: number;
- stencilOpStencilFail: number;
- stencilOpDepthFail: number;
- stencilOpStencilDepthPass: number;
- stencilMask: number;
- stencilTest: boolean;
- constructor();
- reset(): void;
- apply(gl: WebGLRenderingContext): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to evalaute queries containing `and` and `or` operators
- */
- class AndOrNotEvaluator {
- /**
- * Evaluate a query
- * @param query defines the query to evaluate
- * @param evaluateCallback defines the callback used to filter result
- * @returns true if the query matches
- */
- static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
- private static _HandleParenthesisContent;
- private static _SimplifyNegation;
- }
- }
- declare module BABYLON {
- /**
- * Defines the list of states available for a task inside a AssetsManager
- */
- enum AssetTaskState {
- /**
- * Initialization
- */
- INIT = 0,
- /**
- * Running
- */
- RUNNING = 1,
- /**
- * Done
- */
- DONE = 2,
- /**
- * Error
- */
- ERROR = 3
- }
- /**
- * Define an abstract asset task used with a AssetsManager class to load assets into a scene
- */
- abstract class AbstractAssetTask {
- /**
- * Task name
- */ name: string;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: any) => void;
- /**
- * Callback called when the task is not successful
- */
- onError: (task: any, message?: string, exception?: any) => void;
- /**
- * Creates a new AssetsManager
- * @param name defines the name of the task
- */
- constructor(
- /**
- * Task name
- */ name: string);
- private _isCompleted;
- private _taskState;
- private _errorObject;
- /**
- * Get if the task is completed
- */
- readonly isCompleted: boolean;
- /**
- * Gets the current state of the task
- */
- readonly taskState: AssetTaskState;
- /**
- * Gets the current error object (if task is in error)
- */
- readonly errorObject: {
- message?: string;
- exception?: any;
- };
- /**
- * Internal only
- * @hidden
- */
- _setErrorObject(message?: string, exception?: any): void;
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- /**
- * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
- * This can be used with failed tasks that have the reason for failure fixed.
- */
- reset(): void;
- private onErrorCallback;
- private onDoneCallback;
- }
- /**
- * Define the interface used by progress events raised during assets loading
- */
- interface IAssetsProgressEvent {
- /**
- * Defines the number of remaining tasks to process
- */
- remainingCount: number;
- /**
- * Defines the total number of tasks
- */
- totalCount: number;
- /**
- * Defines the task that was just processed
- */
- task: AbstractAssetTask;
- }
- /**
- * Class used to share progress information about assets loading
- */
- class AssetsProgressEvent implements IAssetsProgressEvent {
- /**
- * Defines the number of remaining tasks to process
- */
- remainingCount: number;
- /**
- * Defines the total number of tasks
- */
- totalCount: number;
- /**
- * Defines the task that was just processed
- */
- task: AbstractAssetTask;
- /**
- * Creates a AssetsProgressEvent
- * @param remainingCount defines the number of remaining tasks to process
- * @param totalCount defines the total number of tasks
- * @param task defines the task that was just processed
- */
- constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
- }
- /**
- * Define a task used by AssetsManager to load meshes
- */
- class MeshAssetTask extends AbstractAssetTask {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the list of mesh's names you want to load
- */
- meshesNames: any;
- /**
- * Defines the root url to use as a base to load your meshes and associated resources
- */
- rootUrl: string;
- /**
- * Defines the filename of the scene to load from
- */
- sceneFilename: string;
- /**
- * Gets the list of loaded meshes
- */
- loadedMeshes: Array<AbstractMesh>;
- /**
- * Gets the list of loaded particle systems
- */
- loadedParticleSystems: Array<IParticleSystem>;
- /**
- * Gets the list of loaded skeletons
- */
- loadedSkeletons: Array<Skeleton>;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: MeshAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new MeshAssetTask
- * @param name defines the name of the task
- * @param meshesNames defines the list of mesh's names you want to load
- * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
- * @param sceneFilename defines the filename of the scene to load from
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the list of mesh's names you want to load
- */
- meshesNames: any,
- /**
- * Defines the root url to use as a base to load your meshes and associated resources
- */
- rootUrl: string,
- /**
- * Defines the filename of the scene to load from
- */
- sceneFilename: string);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Define a task used by AssetsManager to load text content
- */
- class TextFileAssetTask extends AbstractAssetTask {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the file to load
- */
- url: string;
- /**
- * Gets the loaded text string
- */
- text: string;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: TextFileAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new TextFileAssetTask object
- * @param name defines the name of the task
- * @param url defines the location of the file to load
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the file to load
- */
- url: string);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Define a task used by AssetsManager to load binary data
- */
- class BinaryFileAssetTask extends AbstractAssetTask {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the file to load
- */
- url: string;
- /**
- * Gets the lodaded data (as an array buffer)
- */
- data: ArrayBuffer;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: BinaryFileAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new BinaryFileAssetTask object
- * @param name defines the name of the new task
- * @param url defines the location of the file to load
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the file to load
- */
- url: string);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Define a task used by AssetsManager to load images
- */
- class ImageAssetTask extends AbstractAssetTask {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the image to load
- */
- url: string;
- /**
- * Gets the loaded images
- */
- image: HTMLImageElement;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: ImageAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new ImageAssetTask
- * @param name defines the name of the task
- * @param url defines the location of the image to load
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the image to load
- */
- url: string);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Defines the interface used by texture loading tasks
- */
- interface ITextureAssetTask<TEX extends BaseTexture> {
- /**
- * Gets the loaded texture
- */
- texture: TEX;
- }
- /**
- * Define a task used by AssetsManager to load 2D textures
- */
- class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the file to load
- */
- url: string;
- /**
- * Defines if mipmap should not be generated (default is false)
- */
- noMipmap?: boolean | undefined;
- /**
- * Defines if texture must be inverted on Y axis (default is false)
- */
- invertY?: boolean | undefined;
- /**
- * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
- */
- samplingMode: number;
- /**
- * Gets the loaded texture
- */
- texture: Texture;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: TextureAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new TextureAssetTask object
- * @param name defines the name of the task
- * @param url defines the location of the file to load
- * @param noMipmap defines if mipmap should not be generated (default is false)
- * @param invertY defines if texture must be inverted on Y axis (default is false)
- * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the file to load
- */
- url: string,
- /**
- * Defines if mipmap should not be generated (default is false)
- */
- noMipmap?: boolean | undefined,
- /**
- * Defines if texture must be inverted on Y axis (default is false)
- */
- invertY?: boolean | undefined,
- /**
- * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
- */
- samplingMode?: number);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Define a task used by AssetsManager to load cube textures
- */
- class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
- */
- url: string;
- /**
- * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
- */
- extensions?: string[] | undefined;
- /**
- * Defines if mipmaps should not be generated (default is false)
- */
- noMipmap?: boolean | undefined;
- /**
- * Defines the explicit list of files (undefined by default)
- */
- files?: string[] | undefined;
- /**
- * Gets the loaded texture
- */
- texture: CubeTexture;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: CubeTextureAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new CubeTextureAssetTask
- * @param name defines the name of the task
- * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
- * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
- * @param noMipmap defines if mipmaps should not be generated (default is false)
- * @param files defines the explicit list of files (undefined by default)
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
- */
- url: string,
- /**
- * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
- */
- extensions?: string[] | undefined,
- /**
- * Defines if mipmaps should not be generated (default is false)
- */
- noMipmap?: boolean | undefined,
- /**
- * Defines the explicit list of files (undefined by default)
- */
- files?: string[] | undefined);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * Define a task used by AssetsManager to load HDR cube textures
- */
- class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
- /**
- * Defines the name of the task
- */
- name: string;
- /**
- * Defines the location of the file to load
- */
- url: string;
- /**
- * Defines the desired size (the more it increases the longer the generation will be)
- */
- size: number;
- /**
- * Defines if mipmaps should not be generated (default is false)
- */
- noMipmap: boolean;
- /**
- * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
- */
- generateHarmonics: boolean;
- /**
- * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
- */
- gammaSpace: boolean;
- /**
- * Internal Use Only
- */
- reserved: boolean;
- /**
- * Gets the loaded texture
- */
- texture: HDRCubeTexture;
- /**
- * Callback called when the task is successful
- */
- onSuccess: (task: HDRCubeTextureAssetTask) => void;
- /**
- * Callback called when the task is successful
- */
- onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
- /**
- * Creates a new HDRCubeTextureAssetTask object
- * @param name defines the name of the task
- * @param url defines the location of the file to load
- * @param size defines the desired size (the more it increases the longer the generation will be) If the size is omitted this implies you are using a preprocessed cubemap.
- * @param noMipmap defines if mipmaps should not be generated (default is false)
- * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
- * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
- * @param reserved Internal use only
- */
- constructor(
- /**
- * Defines the name of the task
- */
- name: string,
- /**
- * Defines the location of the file to load
- */
- url: string,
- /**
- * Defines the desired size (the more it increases the longer the generation will be)
- */
- size: number,
- /**
- * Defines if mipmaps should not be generated (default is false)
- */
- noMipmap?: boolean,
- /**
- * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
- */
- generateHarmonics?: boolean,
- /**
- * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
- */
- gammaSpace?: boolean,
- /**
- * Internal Use Only
- */
- reserved?: boolean);
- /**
- * Execute the current task
- * @param scene defines the scene where you want your assets to be loaded
- * @param onSuccess is a callback called when the task is successfully executed
- * @param onError is a callback called if an error occurs
- */
- run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
- }
- /**
- * This class can be used to easily import assets into a scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
- */
- class AssetsManager {
- private _scene;
- private _isLoading;
- protected _tasks: AbstractAssetTask[];
- protected _waitingTasksCount: number;
- protected _totalTasksCount: number;
- /**
- * Callback called when all tasks are processed
- */
- onFinish: (tasks: AbstractAssetTask[]) => void;
- /**
- * Callback called when a task is successful
- */
- onTaskSuccess: (task: AbstractAssetTask) => void;
- /**
- * Callback called when a task had an error
- */
- onTaskError: (task: AbstractAssetTask) => void;
- /**
- * Callback called when a task is done (whatever the result is)
- */
- onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
- /**
- * Observable called when all tasks are processed
- */
- onTaskSuccessObservable: Observable<AbstractAssetTask>;
- /**
- * Observable called when a task had an error
- */
- onTaskErrorObservable: Observable<AbstractAssetTask>;
- /**
- * Observable called when a task is successful
- */
- onTasksDoneObservable: Observable<AbstractAssetTask[]>;
- /**
- * Observable called when a task is done (whatever the result is)
- */
- onProgressObservable: Observable<IAssetsProgressEvent>;
- /**
- * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
- * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
- */
- useDefaultLoadingScreen: boolean;
- /**
- * Creates a new AssetsManager
- * @param scene defines the scene to work on
- */
- constructor(scene: Scene);
- /**
- * Add a MeshAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param meshesNames defines the name of meshes to load
- * @param rootUrl defines the root url to use to locate files
- * @param sceneFilename defines the filename of the scene file
- * @returns a new MeshAssetTask object
- */
- addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
- /**
- * Add a TextFileAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @returns a new TextFileAssetTask object
- */
- addTextFileTask(taskName: string, url: string): TextFileAssetTask;
- /**
- * Add a BinaryFileAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @returns a new BinaryFileAssetTask object
- */
- addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
- /**
- * Add a ImageAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @returns a new ImageAssetTask object
- */
- addImageTask(taskName: string, url: string): ImageAssetTask;
- /**
- * Add a TextureAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @param noMipmap defines if the texture must not receive mipmaps (false by default)
- * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
- * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
- * @returns a new TextureAssetTask object
- */
- addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
- /**
- * Add a CubeTextureAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @param extensions defines the extension to use to load the cube map (can be null)
- * @param noMipmap defines if the texture must not receive mipmaps (false by default)
- * @param files defines the list of files to load (can be null)
- * @returns a new CubeTextureAssetTask object
- */
- addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
- /**
- *
- * Add a HDRCubeTextureAssetTask to the list of active tasks
- * @param taskName defines the name of the new task
- * @param url defines the url of the file to load
- * @param size defines the size you want for the cubemap (can be null)
- * @param noMipmap defines if the texture must not receive mipmaps (false by default)
- * @param generateHarmonics defines if you want to automatically generate (true by default)
- * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
- * @param reserved Internal use only
- * @returns a new HDRCubeTextureAssetTask object
- */
- addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
- /**
- * Remove a task from the assets manager.
- * @param task the task to remove
- */
- removeTask(task: AbstractAssetTask): void;
- private _decreaseWaitingTasksCount;
- private _runTask;
- /**
- * Reset the AssetsManager and remove all tasks
- * @return the current instance of the AssetsManager
- */
- reset(): AssetsManager;
- /**
- * Start the loading process
- * @return the current instance of the AssetsManager
- */
- load(): AssetsManager;
- }
- }
- declare module BABYLON {
- /**
- * Class used to enable access to IndexedDB
- * @see @https://developer.mozilla.org/en-US/docs/Web/API/IndexedDB_API
- */
- class Database {
- private callbackManifestChecked;
- private currentSceneUrl;
- private db;
- private _enableSceneOffline;
- private _enableTexturesOffline;
- private manifestVersionFound;
- private mustUpdateRessources;
- private hasReachedQuota;
- private isSupported;
- private idbFactory;
- /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
- static IsUASupportingBlobStorage: boolean;
- /** Gets a boolean indicating if Database storate is enabled */
- static IDBStorageEnabled: boolean;
- /**
- * Gets a boolean indicating if scene must be saved in the database
- */
- readonly enableSceneOffline: boolean;
- /**
- * Gets a boolean indicating if textures must be saved in the database
- */
- readonly enableTexturesOffline: boolean;
- /**
- * Creates a new Database
- * @param urlToScene defines the url to load the scene
- * @param callbackManifestChecked defines the callback to use when manifest is checked
- * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
- */
- constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
- private static _ParseURL;
- private static _ReturnFullUrlLocation;
- private _checkManifestFile;
- /**
- * Open the database and make it available
- * @param successCallback defines the callback to call on success
- * @param errorCallback defines the callback to call on error
- */
- openAsync(successCallback: () => void, errorCallback: () => void): void;
- /**
- * Loads an image from the database
- * @param url defines the url to load from
- * @param image defines the target DOM image
- */
- loadImageFromDB(url: string, image: HTMLImageElement): void;
- private _loadImageFromDBAsync;
- private _saveImageIntoDBAsync;
- private _checkVersionFromDB;
- private _loadVersionFromDBAsync;
- private _saveVersionIntoDBAsync;
- /**
- * Loads a file from database
- * @param url defines the URL to load from
- * @param sceneLoaded defines a callback to call on success
- * @param progressCallBack defines a callback to call when progress changed
- * @param errorCallback defines a callback to call on error
- * @param useArrayBuffer defines a boolean to use array buffer instead of text string
- */
- loadFileFromDB(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
- private _loadFileFromDBAsync;
- private _saveFileIntoDBAsync;
- }
- }
- declare module BABYLON {
- /**
- * Direct draw surface info
- * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
- */
- interface DDSInfo {
- /**
- * Width of the texture
- */
- width: number;
- /**
- * Width of the texture
- */
- height: number;
- /**
- * Number of Mipmaps for the texture
- * @see https://en.wikipedia.org/wiki/Mipmap
- */
- mipmapCount: number;
- /**
- * If the textures format is a known fourCC format
- * @see https://www.fourcc.org/
- */
- isFourCC: boolean;
- /**
- * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
- */
- isRGB: boolean;
- /**
- * If the texture is a lumincance format
- */
- isLuminance: boolean;
- /**
- * If this is a cube texture
- * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
- */
- isCube: boolean;
- /**
- * If the texture is a compressed format eg. FOURCC_DXT1
- */
- isCompressed: boolean;
- /**
- * The dxgiFormat of the texture
- * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
- */
- dxgiFormat: number;
- /**
- * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
- */
- textureType: number;
- /**
- * Sphericle polynomial created for the dds texture
- */
- sphericalPolynomial?: SphericalPolynomial;
- }
- /**
- * Class used to provide DDS decompression tools
- */
- class DDSTools {
- /**
- * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
- */
- static StoreLODInAlphaChannel: boolean;
- /**
- * Gets DDS information from an array buffer
- * @param arrayBuffer defines the array buffer to read data from
- * @returns the DDS information
- */
- static GetDDSInfo(arrayBuffer: any): DDSInfo;
- private static _FloatView;
- private static _Int32View;
- private static _ToHalfFloat;
- private static _FromHalfFloat;
- private static _GetHalfFloatAsFloatRGBAArrayBuffer;
- private static _GetHalfFloatRGBAArrayBuffer;
- private static _GetFloatRGBAArrayBuffer;
- private static _GetFloatAsUIntRGBAArrayBuffer;
- private static _GetHalfFloatAsUIntRGBAArrayBuffer;
- private static _GetRGBAArrayBuffer;
- private static _ExtractLongWordOrder;
- private static _GetRGBArrayBuffer;
- private static _GetLuminanceArrayBuffer;
- /**
- * Uploads DDS Levels to a Babylon Texture
- * @hidden
- */
- static UploadDDSLevels(engine: Engine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
- }
- }
- declare module BABYLON {
- function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
- function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- /**
- * Decorator used to define property that can be serialized as reference to a camera
- * @param sourceName defines the name of the property to decorate
- */
- function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
- /**
- * Class used to help serialization objects
- */
- class SerializationHelper {
- /**
- * Static function used to serialized a specific entity
- * @param entity defines the entity to serialize
- * @param serializationObject defines the optional target obecjt where serialization data will be stored
- * @returns a JSON compatible object representing the serialization of the entity
- */
- static Serialize<T>(entity: T, serializationObject?: any): any;
- /**
- * Creates a new entity from a serialization data object
- * @param creationFunction defines a function used to instanciated the new entity
- * @param source defines the source serialization data
- * @param scene defines the hosting scene
- * @param rootUrl defines the root url for resources
- * @returns a new entity
- */
- static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
- /**
- * Clones an object
- * @param creationFunction defines the function used to instanciate the new object
- * @param source defines the source object
- * @returns the cloned object
- */
- static Clone<T>(creationFunction: () => T, source: T): T;
- /**
- * Instanciates a new object based on a source one (some data will be shared between both object)
- * @param creationFunction defines the function used to instanciate the new object
- * @param source defines the source object
- * @returns the new object
- */
- static Instanciate<T>(creationFunction: () => T, source: T): T;
- }
- }
- declare module BABYLON {
- /**
- * Wrapper class for promise with external resolve and reject.
- */
- class Deferred<T> {
- /**
- * The promise associated with this deferred object.
- */
- readonly promise: Promise<T>;
- private _resolve;
- private _reject;
- /**
- * The resolve method of the promise associated with this deferred object.
- */
- readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
- /**
- * The reject method of the promise associated with this deferred object.
- */
- readonly reject: (reason?: any) => void;
- /**
- * Constructor for this deferred object.
- */
- constructor();
- }
- }
- declare module BABYLON {
- /**
- * Raw texture data and descriptor sufficient for WebGL texture upload
- */
- interface EnvironmentTextureInfo {
- /**
- * Version of the environment map
- */
- version: number;
- /**
- * Width of image
- */
- width: number;
- /**
- * Irradiance information stored in the file.
- */
- irradiance: any;
- /**
- * Specular information stored in the file.
- */
- specular: any;
- }
- /**
- * Sets of helpers addressing the serialization and deserialization of environment texture
- * stored in a BabylonJS env file.
- * Those files are usually stored as .env files.
- */
- class EnvironmentTextureTools {
- /**
- * Magic number identifying the env file.
- */
- private static _MagicBytes;
- /**
- * Gets the environment info from an env file.
- * @param data The array buffer containing the .env bytes.
- * @returns the environment file info (the json header) if successfully parsed.
- */
- static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
- /**
- * Creates an environment texture from a loaded cube texture.
- * @param texture defines the cube texture to convert in env file
- * @return a promise containing the environment data if succesfull.
- */
- static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
- /**
- * Creates a JSON representation of the spherical data.
- * @param texture defines the texture containing the polynomials
- * @return the JSON representation of the spherical info
- */
- private static _CreateEnvTextureIrradiance;
- /**
- * Uploads the texture info contained in the env file to the GPU.
- * @param texture defines the internal texture to upload to
- * @param arrayBuffer defines the buffer cotaining the data to load
- * @param info defines the texture info retrieved through the GetEnvInfo method
- * @returns a promise
- */
- static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
- /**
- * Uploads the levels of image data to the GPU.
- * @param texture defines the internal texture to upload to
- * @param imageData defines the array buffer views of image data [mipmap][face]
- * @returns a promise
- */
- static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
- /**
- * Uploads spherical polynomials information to the texture.
- * @param texture defines the texture we are trying to upload the information to
- * @param info defines the environment texture info retrieved through the GetEnvInfo method
- */
- static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to help managing file picking and drag'n'drop
- */
- class FilesInput {
- /**
- * List of files ready to be loaded
- */
- static FilesToLoad: {
- [key: string]: File;
- };
- /**
- * Callback called when a file is processed
- */
- onProcessFileCallback: (file: File, name: string, extension: string) => true;
- private _engine;
- private _currentScene;
- private _sceneLoadedCallback;
- private _progressCallback;
- private _additionalRenderLoopLogicCallback;
- private _textureLoadingCallback;
- private _startingProcessingFilesCallback;
- private _onReloadCallback;
- private _errorCallback;
- private _elementToMonitor;
- private _sceneFileToLoad;
- private _filesToLoad;
- /**
- * Creates a new FilesInput
- * @param engine defines the rendering engine
- * @param scene defines the hosting scene
- * @param sceneLoadedCallback callback called when scene is loaded
- * @param progressCallback callback called to track progress
- * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
- * @param textureLoadingCallback callback called when a texture is loading
- * @param startingProcessingFilesCallback callback called when the system is about to process all files
- * @param onReloadCallback callback called when a reload is requested
- * @param errorCallback callback call if an error occurs
- */
- constructor(engine: Engine, scene: Scene, sceneLoadedCallback: (sceneFile: File, scene: Scene) => void, progressCallback: (progress: SceneLoaderProgressEvent) => void, additionalRenderLoopLogicCallback: () => void, textureLoadingCallback: (remaining: number) => void, startingProcessingFilesCallback: (files?: File[]) => void, onReloadCallback: (sceneFile: File) => void, errorCallback: (sceneFile: File, scene: Scene, message: string) => void);
- private _dragEnterHandler;
- private _dragOverHandler;
- private _dropHandler;
- /**
- * Calls this function to listen to drag'n'drop events on a specific DOM element
- * @param elementToMonitor defines the DOM element to track
- */
- monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
- /**
- * Release all associated resources
- */
- dispose(): void;
- private renderFunction;
- private drag;
- private drop;
- private _traverseFolder;
- private _processFiles;
- /**
- * Load files from a drop event
- * @param event defines the drop event to use as source
- */
- loadFiles(event: any): void;
- private _processReload;
- /**
- * Reload the current scene from the loaded files
- */
- reload(): void;
- }
- }
- declare module BABYLON {
- /**
- * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
- * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
- */
- class KhronosTextureContainer {
- /** contents of the KTX container file */
- arrayBuffer: any;
- private static HEADER_LEN;
- private static COMPRESSED_2D;
- private static COMPRESSED_3D;
- private static TEX_2D;
- private static TEX_3D;
- /**
- * Gets the openGL type
- */
- glType: number;
- /**
- * Gets the openGL type size
- */
- glTypeSize: number;
- /**
- * Gets the openGL format
- */
- glFormat: number;
- /**
- * Gets the openGL internal format
- */
- glInternalFormat: number;
- /**
- * Gets the base internal format
- */
- glBaseInternalFormat: number;
- /**
- * Gets image width in pixel
- */
- pixelWidth: number;
- /**
- * Gets image height in pixel
- */
- pixelHeight: number;
- /**
- * Gets image depth in pixels
- */
- pixelDepth: number;
- /**
- * Gets the number of array elements
- */
- numberOfArrayElements: number;
- /**
- * Gets the number of faces
- */
- numberOfFaces: number;
- /**
- * Gets the number of mipmap levels
- */
- numberOfMipmapLevels: number;
- /**
- * Gets the bytes of key value data
- */
- bytesOfKeyValueData: number;
- /**
- * Gets the load type
- */
- loadType: number;
- /**
- * Creates a new KhronosTextureContainer
- * @param arrayBuffer contents of the KTX container file
- * @param facesExpected should be either 1 or 6, based whether a cube texture or or
- * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
- * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
- */
- constructor(
- /** contents of the KTX container file */
- arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
- /**
- * Revert the endianness of a value.
- * Not as fast hardware based, but will probably never need to use
- * @param val defines the value to convert
- * @returns the new value
- */
- switchEndianness(val: number): number;
- /**
- * Uploads KTX content to a Babylon Texture.
- * It is assumed that the texture has already been created & is currently bound
- * @hidden
- */
- uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
- private _upload2DCompressedLevels;
- }
- }
- declare module BABYLON {
- /**
- * A class serves as a medium between the observable and its observers
- */
- class EventState {
- /**
- * Create a new EventState
- * @param mask defines the mask associated with this state
- * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
- * @param target defines the original target of the state
- * @param currentTarget defines the current target of the state
- */
- constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
- /**
- * Initialize the current event state
- * @param mask defines the mask associated with this state
- * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
- * @param target defines the original target of the state
- * @param currentTarget defines the current target of the state
- * @returns the current event state
- */
- initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
- /**
- * An Observer can set this property to true to prevent subsequent observers of being notified
- */
- skipNextObservers: boolean;
- /**
- * Get the mask value that were used to trigger the event corresponding to this EventState object
- */
- mask: number;
- /**
- * The object that originally notified the event
- */
- target?: any;
- /**
- * The current object in the bubbling phase
- */
- currentTarget?: any;
- /**
- * This will be populated with the return value of the last function that was executed.
- * If it is the first function in the callback chain it will be the event data.
- */
- lastReturnValue?: any;
- }
- /**
- * Represent an Observer registered to a given Observable object.
- */
- class Observer<T> {
- /**
- * Defines the callback to call when the observer is notified
- */
- callback: (eventData: T, eventState: EventState) => void;
- /**
- * Defines the mask of the observer (used to filter notifications)
- */
- mask: number;
- /**
- * Defines the current scope used to restore the JS context
- */
- scope: any;
- /** @hidden */
- _willBeUnregistered: boolean;
- /**
- * Gets or sets a property defining that the observer as to be unregistered after the next notification
- */
- unregisterOnNextCall: boolean;
- /**
- * Creates a new observer
- * @param callback defines the callback to call when the observer is notified
- * @param mask defines the mask of the observer (used to filter notifications)
- * @param scope defines the current scope used to restore the JS context
- */
- constructor(
- /**
- * Defines the callback to call when the observer is notified
- */
- callback: (eventData: T, eventState: EventState) => void,
- /**
- * Defines the mask of the observer (used to filter notifications)
- */
- mask: number,
- /**
- * Defines the current scope used to restore the JS context
- */
- scope?: any);
- }
- /**
- * Represent a list of observers registered to multiple Observables object.
- */
- class MultiObserver<T> {
- private _observers;
- private _observables;
- /**
- * Release associated resources
- */
- dispose(): void;
- /**
- * Raise a callback when one of the observable will notify
- * @param observables defines a list of observables to watch
- * @param callback defines the callback to call on notification
- * @param mask defines the mask used to filter notifications
- * @param scope defines the current scope used to restore the JS context
- * @returns the new MultiObserver
- */
- static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
- }
- /**
- * The Observable class is a simple implementation of the Observable pattern.
- *
- * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
- * This enable a more fine grained execution without having to rely on multiple different Observable objects.
- * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
- * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
- */
- class Observable<T> {
- private _observers;
- private _eventState;
- private _onObserverAdded;
- /**
- * Creates a new observable
- * @param onObserverAdded defines a callback to call when a new observer is added
- */
- constructor(onObserverAdded?: (observer: Observer<T>) => void);
- /**
- * Create a new Observer with the specified callback
- * @param callback the callback that will be executed for that Observer
- * @param mask the mask used to filter observers
- * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
- * @param scope optional scope for the callback to be called from
- * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
- * @returns the new observer created for the callback
- */
- add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
- /**
- * Create a new Observer with the specified callback and unregisters after the next notification
- * @param callback the callback that will be executed for that Observer
- * @returns the new observer created for the callback
- */
- addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
- /**
- * Remove an Observer from the Observable object
- * @param observer the instance of the Observer to remove
- * @returns false if it doesn't belong to this Observable
- */
- remove(observer: Nullable<Observer<T>>): boolean;
- /**
- * Remove a callback from the Observable object
- * @param callback the callback to remove
- * @param scope optional scope. If used only the callbacks with this scope will be removed
- * @returns false if it doesn't belong to this Observable
- */
- removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
- private _deferUnregister;
- private _remove;
- /**
- * Notify all Observers by calling their respective callback with the given data
- * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
- * @param eventData defines the data to send to all observers
- * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
- * @param target defines the original target of the state
- * @param currentTarget defines the current target of the state
- * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
- */
- notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
- /**
- * Calling this will execute each callback, expecting it to be a promise or return a value.
- * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
- * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
- * and it is crucial that all callbacks will be executed.
- * The order of the callbacks is kept, callbacks are not executed parallel.
- *
- * @param eventData The data to be sent to each callback
- * @param mask is used to filter observers defaults to -1
- * @param target defines the callback target (see EventState)
- * @param currentTarget defines he current object in the bubbling phase
- * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
- */
- notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
- /**
- * Notify a specific observer
- * @param observer defines the observer to notify
- * @param eventData defines the data to be sent to each callback
- * @param mask is used to filter observers defaults to -1
- */
- notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
- /**
- * Gets a boolean indicating if the observable has at least one observer
- * @returns true is the Observable has at least one Observer registered
- */
- hasObservers(): boolean;
- /**
- * Clear the list of observers
- */
- clear(): void;
- /**
- * Clone the current observable
- * @returns a new observable
- */
- clone(): Observable<T>;
- /**
- * Does this observable handles observer registered with a given mask
- * @param mask defines the mask to be tested
- * @return whether or not one observer registered with the given mask is handeled
- **/
- hasSpecificMask(mask?: number): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
- */
- class PerformanceMonitor {
- private _enabled;
- private _rollingFrameTime;
- private _lastFrameTimeMs;
- /**
- * constructor
- * @param frameSampleSize The number of samples required to saturate the sliding window
- */
- constructor(frameSampleSize?: number);
- /**
- * Samples current frame
- * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
- */
- sampleFrame(timeMs?: number): void;
- /**
- * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
- */
- readonly averageFrameTime: number;
- /**
- * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
- */
- readonly averageFrameTimeVariance: number;
- /**
- * Returns the frame time of the most recent frame
- */
- readonly instantaneousFrameTime: number;
- /**
- * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
- */
- readonly averageFPS: number;
- /**
- * Returns the average framerate in frames per second using the most recent frame time
- */
- readonly instantaneousFPS: number;
- /**
- * Returns true if enough samples have been taken to completely fill the sliding window
- */
- readonly isSaturated: boolean;
- /**
- * Enables contributions to the sliding window sample set
- */
- enable(): void;
- /**
- * Disables contributions to the sliding window sample set
- * Samples will not be interpolated over the disabled period
- */
- disable(): void;
- /**
- * Returns true if sampling is enabled
- */
- readonly isEnabled: boolean;
- /**
- * Resets performance monitor
- */
- reset(): void;
- }
- /**
- * RollingAverage
- *
- * Utility to efficiently compute the rolling average and variance over a sliding window of samples
- */
- class RollingAverage {
- /**
- * Current average
- */
- average: number;
- /**
- * Current variance
- */
- variance: number;
- protected _samples: Array<number>;
- protected _sampleCount: number;
- protected _pos: number;
- protected _m2: number;
- /**
- * constructor
- * @param length The number of samples required to saturate the sliding window
- */
- constructor(length: number);
- /**
- * Adds a sample to the sample set
- * @param v The sample value
- */
- add(v: number): void;
- /**
- * Returns previously added values or null if outside of history or outside the sliding window domain
- * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
- * @return Value previously recorded with add() or null if outside of range
- */
- history(i: number): number;
- /**
- * Returns true if enough samples have been taken to completely fill the sliding window
- * @return true if sample-set saturated
- */
- isSaturated(): boolean;
- /**
- * Resets the rolling average (equivalent to 0 samples taken so far)
- */
- reset(): void;
- /**
- * Wraps a value around the sample range boundaries
- * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
- * @return Wrapped position in sample range
- */
- protected _wrapPosition(i: number): number;
- }
- }
- declare module BABYLON {
- /**
- * Helper class that provides a small promise polyfill
- */
- class PromisePolyfill {
- /**
- * Static function used to check if the polyfill is required
- * If this is the case then the function will inject the polyfill to window.Promise
- * @param force defines a boolean used to force the injection (mostly for testing purposes)
- */
- static Apply(force?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * Defines the root class used to create scene optimization to use with SceneOptimizer
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class SceneOptimization {
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority: number;
- /**
- * Gets a string describing the action executed by the current optimization
- * @returns description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- /**
- * Creates the SceneOptimization object
- * @param priority defines the priority of this optimization (0 by default which means first in the list)
- * @param desc defines the description associated with the optimization
- */
- constructor(
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority?: number);
- }
- /**
- * Defines an optimization used to reduce the size of render target textures
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class TextureOptimization extends SceneOptimization {
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority: number;
- /**
- * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
- */
- maximumSize: number;
- /**
- * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
- */
- step: number;
- /**
- * Gets a string describing the action executed by the current optimization
- * @returns description string
- */
- getDescription(): string;
- /**
- * Creates the TextureOptimization object
- * @param priority defines the priority of this optimization (0 by default which means first in the list)
- * @param maximumSize defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
- * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
- */
- constructor(
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority?: number,
- /**
- * Defines the maximum sized allowed for textures (1024 is the default value). If a texture is bigger, it will be scaled down using a factor defined by the step parameter
- */
- maximumSize?: number,
- /**
- * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
- */
- step?: number);
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to increase or decrease the rendering resolution
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class HardwareScalingOptimization extends SceneOptimization {
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority: number;
- /**
- * Defines the maximum scale to use (2 by default)
- */
- maximumScale: number;
- /**
- * Defines the step to use between two passes (0.5 by default)
- */
- step: number;
- private _currentScale;
- private _directionOffset;
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * Creates the HardwareScalingOptimization object
- * @param priority defines the priority of this optimization (0 by default which means first in the list)
- * @param maximumScale defines the maximum scale to use (2 by default)
- * @param step defines the step to use between two passes (0.5 by default)
- */
- constructor(
- /**
- * Defines the priority of this optimization (0 by default which means first in the list)
- */
- priority?: number,
- /**
- * Defines the maximum scale to use (2 by default)
- */
- maximumScale?: number,
- /**
- * Defines the step to use between two passes (0.5 by default)
- */
- step?: number);
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to remove shadows
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class ShadowsOptimization extends SceneOptimization {
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to turn post-processes off
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class PostProcessesOptimization extends SceneOptimization {
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to turn lens flares off
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class LensFlaresOptimization extends SceneOptimization {
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization based on user defined callback.
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class CustomOptimization extends SceneOptimization {
- /**
- * Callback called to apply the custom optimization.
- */
- onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
- /**
- * Callback called to get custom description
- */
- onGetDescription: () => string;
- /**
- * Gets a string describing the action executed by the current optimization
- * @returns description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to turn particles off
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class ParticlesOptimization extends SceneOptimization {
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to turn render targets off
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class RenderTargetsOptimization extends SceneOptimization {
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer): boolean;
- }
- /**
- * Defines an optimization used to merge meshes with compatible materials
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class MergeMeshesOptimization extends SceneOptimization {
- private static _UpdateSelectionTree;
- /**
- * Gets or sets a boolean which defines if optimization octree has to be updated
- */
- /**
- * Gets or sets a boolean which defines if optimization octree has to be updated
- */
- static UpdateSelectionTree: boolean;
- /**
- * Gets a string describing the action executed by the current optimization
- * @return description string
- */
- getDescription(): string;
- private _canBeMerged;
- /**
- * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
- * @param scene defines the current scene where to apply this optimization
- * @param optimizer defines the current optimizer
- * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
- * @returns true if everything that can be done was applied
- */
- apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
- }
- /**
- * Defines a list of options used by SceneOptimizer
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class SceneOptimizerOptions {
- /**
- * Defines the target frame rate to reach (60 by default)
- */
- targetFrameRate: number;
- /**
- * Defines the interval between two checkes (2000ms by default)
- */
- trackerDuration: number;
- /**
- * Gets the list of optimizations to apply
- */
- optimizations: SceneOptimization[];
- /**
- * Creates a new list of options used by SceneOptimizer
- * @param targetFrameRate defines the target frame rate to reach (60 by default)
- * @param trackerDuration defines the interval between two checkes (2000ms by default)
- */
- constructor(
- /**
- * Defines the target frame rate to reach (60 by default)
- */
- targetFrameRate?: number,
- /**
- * Defines the interval between two checkes (2000ms by default)
- */
- trackerDuration?: number);
- /**
- * Add a new optimization
- * @param optimization defines the SceneOptimization to add to the list of active optimizations
- * @returns the current SceneOptimizerOptions
- */
- addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
- /**
- * Add a new custom optimization
- * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
- * @param onGetDescription defines the callback called to get the description attached with the optimization.
- * @param priority defines the priority of this optimization (0 by default which means first in the list)
- * @returns the current SceneOptimizerOptions
- */
- addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
- /**
- * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
- * @param targetFrameRate defines the target frame rate (60 by default)
- * @returns a SceneOptimizerOptions object
- */
- static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- /**
- * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
- * @param targetFrameRate defines the target frame rate (60 by default)
- * @returns a SceneOptimizerOptions object
- */
- static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- /**
- * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
- * @param targetFrameRate defines the target frame rate (60 by default)
- * @returns a SceneOptimizerOptions object
- */
- static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
- }
- /**
- * Class used to run optimizations in order to reach a target frame rate
- * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
- */
- class SceneOptimizer implements IDisposable {
- private _isRunning;
- private _options;
- private _scene;
- private _currentPriorityLevel;
- private _targetFrameRate;
- private _trackerDuration;
- private _currentFrameRate;
- private _sceneDisposeObserver;
- private _improvementMode;
- /**
- * Defines an observable called when the optimizer reaches the target frame rate
- */
- onSuccessObservable: Observable<SceneOptimizer>;
- /**
- * Defines an observable called when the optimizer enables an optimization
- */
- onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
- /**
- * Defines an observable called when the optimizer is not able to reach the target frame rate
- */
- onFailureObservable: Observable<SceneOptimizer>;
- /**
- * Gets a boolean indicating if the optimizer is in improvement mode
- */
- readonly isInImprovementMode: boolean;
- /**
- * Gets the current priority level (0 at start)
- */
- readonly currentPriorityLevel: number;
- /**
- * Gets the current frame rate checked by the SceneOptimizer
- */
- readonly currentFrameRate: number;
- /**
- * Gets or sets the current target frame rate (60 by default)
- */
- /**
- * Gets or sets the current target frame rate (60 by default)
- */
- targetFrameRate: number;
- /**
- * Gets or sets the current interval between two checks (every 2000ms by default)
- */
- /**
- * Gets or sets the current interval between two checks (every 2000ms by default)
- */
- trackerDuration: number;
- /**
- * Gets the list of active optimizations
- */
- readonly optimizations: SceneOptimization[];
- /**
- * Creates a new SceneOptimizer
- * @param scene defines the scene to work on
- * @param options defines the options to use with the SceneOptimizer
- * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
- * @param improvementMode defines if the scene optimizer must run the maximum optimization while staying over a target frame instead of trying to reach the target framerate (false by default)
- */
- constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
- /**
- * Stops the current optimizer
- */
- stop(): void;
- /**
- * Reset the optimizer to initial step (current priority level = 0)
- */
- reset(): void;
- /**
- * Start the optimizer. By default it will try to reach a specific framerate
- * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
- */
- start(): void;
- private _checkCurrentState;
- /**
- * Release all resources
- */
- dispose(): void;
- /**
- * Helper function to create a SceneOptimizer with one single line of code
- * @param scene defines the scene to work on
- * @param options defines the options to use with the SceneOptimizer
- * @param onSuccess defines a callback to call on success
- * @param onFailure defines a callback to call on failure
- * @returns the new SceneOptimizer object
- */
- static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
- }
- }
- declare module BABYLON {
- /**
- * Class used to serialize a scene into a string
- */
- class SceneSerializer {
- /**
- * Clear cache used by a previous serialization
- */
- static ClearCache(): void;
- /**
- * Serialize a scene into a JSON compatible object
- * @param scene defines the scene to serialize
- * @returns a JSON compatible object
- */
- static Serialize(scene: Scene): any;
- /**
- * Serialize a mesh into a JSON compatible object
- * @param toSerialize defines the mesh to serialize
- * @param withParents defines if parents must be serialized as well
- * @param withChildren defines if children must be serialized as well
- * @returns a JSON compatible object
- */
- static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
- }
- }
- declare module BABYLON {
- /**
- * Defines an array and its length.
- * It can be helpfull to group result from both Arrays and smart arrays in one structure.
- */
- interface ISmartArrayLike<T> {
- /**
- * The data of the array.
- */
- data: Array<T>;
- /**
- * The active length of the array.
- */
- length: number;
- }
- /**
- * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
- */
- class SmartArray<T> implements ISmartArrayLike<T> {
- /**
- * The full set of data from the array.
- */
- data: Array<T>;
- /**
- * The active length of the array.
- */
- length: number;
- protected _id: number;
- /**
- * Instantiates a Smart Array.
- * @param capacity defines the default capacity of the array.
- */
- constructor(capacity: number);
- /**
- * Pushes a value at the end of the active data.
- * @param value defines the object to push in the array.
- */
- push(value: T): void;
- /**
- * Iterates over the active data and apply the lambda to them.
- * @param func defines the action to apply on each value.
- */
- forEach(func: (content: T) => void): void;
- /**
- * Sorts the full sets of data.
- * @param compareFn defines the comparison function to apply.
- */
- sort(compareFn: (a: T, b: T) => number): void;
- /**
- * Resets the active data to an empty array.
- */
- reset(): void;
- /**
- * Releases all the data from the array as well as the array.
- */
- dispose(): void;
- /**
- * Concats the active data with a given array.
- * @param array defines the data to concatenate with.
- */
- concat(array: any): void;
- /**
- * Returns the position of a value in the active data.
- * @param value defines the value to find the index for
- * @returns the index if found in the active data otherwise -1
- */
- indexOf(value: T): number;
- /**
- * Returns whether an element is part of the active data.
- * @param value defines the value to look for
- * @returns true if found in the active data otherwise false
- */
- contains(value: T): boolean;
- private static _GlobalId;
- }
- /**
- * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
- * The data in this array can only be present once
- */
- class SmartArrayNoDuplicate<T> extends SmartArray<T> {
- private _duplicateId;
- /**
- * Pushes a value at the end of the active data.
- * THIS DOES NOT PREVENT DUPPLICATE DATA
- * @param value defines the object to push in the array.
- */
- push(value: T): void;
- /**
- * Pushes a value at the end of the active data.
- * If the data is already present, it won t be added again
- * @param value defines the object to push in the array.
- * @returns true if added false if it was already present
- */
- pushNoDuplicate(value: T): boolean;
- /**
- * Resets the active data to an empty array.
- */
- reset(): void;
- /**
- * Concats the active data with a given array.
- * This ensures no dupplicate will be present in the result.
- * @param array defines the data to concatenate with.
- */
- concatWithNoDuplicate(array: any): void;
- }
- }
- declare module BABYLON {
- /**
- * This class implement a typical dictionary using a string as key and the generic type T as value.
- * The underlying implementation relies on an associative array to ensure the best performances.
- * The value can be anything including 'null' but except 'undefined'
- */
- class StringDictionary<T> {
- /**
- * This will clear this dictionary and copy the content from the 'source' one.
- * If the T value is a custom object, it won't be copied/cloned, the same object will be used
- * @param source the dictionary to take the content from and copy to this dictionary
- */
- copyFrom(source: StringDictionary<T>): void;
- /**
- * Get a value based from its key
- * @param key the given key to get the matching value from
- * @return the value if found, otherwise undefined is returned
- */
- get(key: string): T | undefined;
- /**
- * Get a value from its key or add it if it doesn't exist.
- * This method will ensure you that a given key/data will be present in the dictionary.
- * @param key the given key to get the matching value from
- * @param factory the factory that will create the value if the key is not present in the dictionary.
- * The factory will only be invoked if there's no data for the given key.
- * @return the value corresponding to the key.
- */
- getOrAddWithFactory(key: string, factory: (key: string) => T): T;
- /**
- * Get a value from its key if present in the dictionary otherwise add it
- * @param key the key to get the value from
- * @param val if there's no such key/value pair in the dictionary add it with this value
- * @return the value corresponding to the key
- */
- getOrAdd(key: string, val: T): T;
- /**
- * Check if there's a given key in the dictionary
- * @param key the key to check for
- * @return true if the key is present, false otherwise
- */
- contains(key: string): boolean;
- /**
- * Add a new key and its corresponding value
- * @param key the key to add
- * @param value the value corresponding to the key
- * @return true if the operation completed successfully, false if we couldn't insert the key/value because there was already this key in the dictionary
- */
- add(key: string, value: T): boolean;
- /**
- * Update a specific value associated to a key
- * @param key defines the key to use
- * @param value defines the value to store
- * @returns true if the value was updated (or false if the key was not found)
- */
- set(key: string, value: T): boolean;
- /**
- * Get the element of the given key and remove it from the dictionary
- * @param key defines the key to search
- * @returns the value associated with the key or null if not found
- */
- getAndRemove(key: string): Nullable<T>;
- /**
- * Remove a key/value from the dictionary.
- * @param key the key to remove
- * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
- */
- remove(key: string): boolean;
- /**
- * Clear the whole content of the dictionary
- */
- clear(): void;
- /**
- * Gets the current count
- */
- readonly count: number;
- /**
- * Execute a callback on each key/val of the dictionary.
- * Note that you can remove any element in this dictionary in the callback implementation
- * @param callback the callback to execute on a given key/value pair
- */
- forEach(callback: (key: string, val: T) => void): void;
- /**
- * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
- * If the callback returns null or undefined the method will iterate to the next key/value pair
- * Note that you can remove any element in this dictionary in the callback implementation
- * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
- * @returns the first item
- */
- first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
- private _count;
- private _data;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store custom tags
- */
- class Tags {
- /**
- * Adds support for tags on the given object
- * @param obj defines the object to use
- */
- static EnableFor(obj: any): void;
- /**
- * Removes tags support
- * @param obj defines the object to use
- */
- static DisableFor(obj: any): void;
- /**
- * Gets a boolean indicating if the given object has tags
- * @param obj defines the object to use
- * @returns a boolean
- */
- static HasTags(obj: any): boolean;
- /**
- * Gets the tags available on a given object
- * @param obj defines the object to use
- * @param asString defines if the tags must be returned as a string instead of an array of strings
- * @returns the tags
- */
- static GetTags(obj: any, asString?: boolean): any;
- /**
- * Adds tags to an object
- * @param obj defines the object to use
- * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
- * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
- */
- static AddTagsTo(obj: any, tagsString: string): void;
- /**
- * @hidden
- */
- static _AddTagTo(obj: any, tag: string): void;
- /**
- * Removes specific tags from a specific object
- * @param obj defines the object to use
- * @param tagsString defines the tags to remove
- */
- static RemoveTagsFrom(obj: any, tagsString: string): void;
- /**
- * @hidden
- */
- static _RemoveTagFrom(obj: any, tag: string): void;
- /**
- * Defines if tags hosted on an object match a given query
- * @param obj defines the object to use
- * @param tagsQuery defines the tag query
- * @returns a boolean
- */
- static MatchesQuery(obj: any, tagsQuery: string): boolean;
- }
- }
- declare module BABYLON {
- /**
- * Class used to host texture specific utilities
- */
- class TextureTools {
- /**
- * Uses the GPU to create a copy texture rescaled at a given size
- * @param texture Texture to copy from
- * @param width defines the desired width
- * @param height defines the desired height
- * @param useBilinearMode defines if bilinear mode has to be used
- * @return the generated texture
- */
- static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
- /**
- * Gets an environment BRDF texture for a given scene
- * @param scene defines the hosting scene
- * @returns the environment BRDF texture
- */
- static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
- private static _environmentBRDFBase64Texture;
- }
- }
- declare module BABYLON {
- /**
- * Based on jsTGALoader - Javascript loader for TGA file
- * By Vincent Thibault
- * @see http://blog.robrowser.com/javascript-tga-loader.html
- */
- class TGATools {
- private static _TYPE_INDEXED;
- private static _TYPE_RGB;
- private static _TYPE_GREY;
- private static _TYPE_RLE_INDEXED;
- private static _TYPE_RLE_RGB;
- private static _TYPE_RLE_GREY;
- private static _ORIGIN_MASK;
- private static _ORIGIN_SHIFT;
- private static _ORIGIN_BL;
- private static _ORIGIN_BR;
- private static _ORIGIN_UL;
- private static _ORIGIN_UR;
- /**
- * Gets the header of a TGA file
- * @param data defines the TGA data
- * @returns the header
- */
- static GetTGAHeader(data: Uint8Array): any;
- /**
- * Uploads TGA content to a Babylon Texture
- * @hidden
- */
- static UploadContent(texture: InternalTexture, data: Uint8Array): void;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- /** @hidden */
- 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;
- }
- }
- declare module BABYLON {
- /**
- * Interface containing an array of animations
- */
- interface IAnimatable {
- /**
- * Array of animations
- */
- animations: Array<Animation>;
- }
- /** Interface used by value gradients (color, factor, ...) */
- interface IValueGradient {
- /**
- * Gets or sets the gradient value (between 0 and 1)
- */
- gradient: number;
- }
- /** Class used to store color4 gradient */
- class ColorGradient implements IValueGradient {
- /**
- * Gets or sets the gradient value (between 0 and 1)
- */
- gradient: number;
- /**
- * Gets or sets first associated color
- */
- color1: Color4;
- /**
- * Gets or sets second associated color
- */
- color2?: Color4;
- /**
- * Will get a color picked randomly between color1 and color2.
- * If color2 is undefined then color1 will be used
- * @param result defines the target Color4 to store the result in
- */
- getColorToRef(result: Color4): void;
- }
- /** Class used to store color 3 gradient */
- class Color3Gradient implements IValueGradient {
- /**
- * Gets or sets the gradient value (between 0 and 1)
- */
- gradient: number;
- /**
- * Gets or sets the associated color
- */
- color: Color3;
- }
- /** Class used to store factor gradient */
- class FactorGradient implements IValueGradient {
- /**
- * Gets or sets the gradient value (between 0 and 1)
- */
- gradient: number;
- /**
- * Gets or sets first associated factor
- */
- factor1: number;
- /**
- * Gets or sets second associated factor
- */
- factor2?: number;
- /**
- * Will get a number picked randomly between factor1 and factor2.
- * If factor2 is undefined then factor1 will be used
- * @returns the picked number
- */
- getFactor(): number;
- }
- /**
- * @ignore
- * Application error to support additional information when loading a file
- */
- class LoadFileError extends Error {
- /** defines the optional XHR request */
- request?: XMLHttpRequest | undefined;
- private static _setPrototypeOf;
- /**
- * Creates a new LoadFileError
- * @param message defines the message of the error
- * @param request defines the optional XHR request
- */
- constructor(message: string,
- /** defines the optional XHR request */
- request?: XMLHttpRequest | undefined);
- }
- /**
- * Class used to define a retry strategy when error happens while loading assets
- */
- class RetryStrategy {
- /**
- * Function used to defines an exponential back off strategy
- * @param maxRetries defines the maximum number of retries (3 by default)
- * @param baseInterval defines the interval between retries
- * @returns the strategy function to use
- */
- static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: XMLHttpRequest, retryIndex: number) => number;
- }
- /**
- * File request interface
- */
- interface IFileRequest {
- /**
- * Raised when the request is complete (success or error).
- */
- onCompleteObservable: Observable<IFileRequest>;
- /**
- * Aborts the request for a file.
- */
- abort: () => void;
- }
- /**
- * Class containing a set of static utilities functions
- */
- class Tools {
- /**
- * Gets or sets the base URL to use to load assets
- */
- static BaseUrl: string;
- /**
- * Gets or sets the retry strategy to apply when an error happens while loading an asset
- */
- static DefaultRetryStrategy: (url: string, request: XMLHttpRequest, retryIndex: number) => number;
- /**
- * Default behaviour for cors in the application.
- * It can be a string if the expected behavior is identical in the entire app.
- * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
- */
- static CorsBehavior: string | ((url: string | string[]) => string);
- /**
- * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
- * @ignorenaming
- */
- static UseFallbackTexture: boolean;
- /**
- * Use this object to register external classes like custom textures or material
- * to allow the laoders to instantiate them
- */
- static RegisteredExternalClasses: {
- [key: string]: Object;
- };
- /**
- * Texture content used if a texture cannot loaded
- * @ignorenaming
- */
- static fallbackTexture: string;
- /**
- * Read the content of a byte array at a specified coordinates (taking in account wrapping)
- * @param u defines the coordinate on X axis
- * @param v defines the coordinate on Y axis
- * @param width defines the width of the source data
- * @param height defines the height of the source data
- * @param pixels defines the source byte array
- * @param color defines the output color
- */
- static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: Color4): void;
- /**
- * Interpolates between a and b via alpha
- * @param a The lower value (returned when alpha = 0)
- * @param b The upper value (returned when alpha = 1)
- * @param alpha The interpolation-factor
- * @return The mixed value
- */
- static Mix(a: number, b: number, alpha: number): number;
- /**
- * Tries to instantiate a new object from a given class name
- * @param className defines the class name to instantiate
- * @returns the new object or null if the system was not able to do the instantiation
- */
- static Instantiate(className: string): any;
- /**
- * Provides a slice function that will work even on IE
- * @param data defines the array to slice
- * @param start defines the start of the data (optional)
- * @param end defines the end of the data (optional)
- * @returns the new sliced array
- */
- static Slice<T>(data: T, start?: number, end?: number): T;
- /**
- * Polyfill for setImmediate
- * @param action defines the action to execute after the current execution block
- */
- static SetImmediate(action: () => void): void;
- /**
- * Function indicating if a number is an exponent of 2
- * @param value defines the value to test
- * @returns true if the value is an exponent of 2
- */
- static IsExponentOfTwo(value: number): boolean;
- private static _tmpFloatArray;
- /**
- * Returns the nearest 32-bit single precision float representation of a Number
- * @param value A Number. If the parameter is of a different type, it will get converted
- * to a number or to NaN if it cannot be converted
- * @returns number
- */
- static FloatRound(value: number): number;
- /**
- * Find the next highest power of two.
- * @param x Number to start search from.
- * @return Next highest power of two.
- */
- static CeilingPOT(x: number): number;
- /**
- * Find the next lowest power of two.
- * @param x Number to start search from.
- * @return Next lowest power of two.
- */
- static FloorPOT(x: number): number;
- /**
- * Find the nearest power of two.
- * @param x Number to start search from.
- * @return Next nearest power of two.
- */
- static NearestPOT(x: number): number;
- /**
- * Get the closest exponent of two
- * @param value defines the value to approximate
- * @param max defines the maximum value to return
- * @param mode defines how to define the closest value
- * @returns closest exponent of two of the given value
- */
- static GetExponentOfTwo(value: number, max: number, mode?: number): number;
- /**
- * Extracts the filename from a path
- * @param path defines the path to use
- * @returns the filename
- */
- static GetFilename(path: string): string;
- /**
- * Extracts the "folder" part of a path (everything before the filename).
- * @param uri The URI to extract the info from
- * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
- * @returns The "folder" part of the path
- */
- static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
- /**
- * Extracts text content from a DOM element hierarchy
- * @param element defines the root element
- * @returns a string
- */
- static GetDOMTextContent(element: HTMLElement): string;
- /**
- * Convert an angle in radians to degrees
- * @param angle defines the angle to convert
- * @returns the angle in degrees
- */
- static ToDegrees(angle: number): number;
- /**
- * Convert an angle in degrees to radians
- * @param angle defines the angle to convert
- * @returns the angle in radians
- */
- static ToRadians(angle: number): number;
- /**
- * Encode a buffer to a base64 string
- * @param buffer defines the buffer to encode
- * @returns the encoded string
- */
- static EncodeArrayBufferTobase64(buffer: ArrayBuffer): string;
- /**
- * Extracts minimum and maximum values from a list of indexed positions
- * @param positions defines the positions to use
- * @param indices defines the indices to the positions
- * @param indexStart defines the start index
- * @param indexCount defines the end index
- * @param bias defines bias value to add to the result
- * @return minimum and maximum values
- */
- static ExtractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
- minimum: Vector3;
- maximum: Vector3;
- };
- /**
- * Extracts minimum and maximum values from a list of positions
- * @param positions defines the positions to use
- * @param start defines the start index in the positions array
- * @param count defines the number of positions to handle
- * @param bias defines bias value to add to the result
- * @param stride defines the stride size to use (distance between two positions in the positions array)
- * @return minimum and maximum values
- */
- static ExtractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
- minimum: Vector3;
- maximum: Vector3;
- };
- /**
- * Returns an array if obj is not an array
- * @param obj defines the object to evaluate as an array
- * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
- * @returns either obj directly if obj is an array or a new array containing obj
- */
- static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
- /**
- * Gets the pointer prefix to use
- * @returns "pointer" if touch is enabled. Else returns "mouse"
- */
- static GetPointerPrefix(): string;
- /**
- * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
- * @param func - the function to be called
- * @param requester - the object that will request the next frame. Falls back to window.
- * @returns frame number
- */
- static QueueNewFrame(func: () => void, requester?: any): number;
- /**
- * Ask the browser to promote the current element to fullscreen rendering mode
- * @param element defines the DOM element to promote
- */
- static RequestFullscreen(element: HTMLElement): void;
- /**
- * Asks the browser to exit fullscreen mode
- */
- static ExitFullscreen(): void;
- /**
- * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
- * @param url define the url we are trying
- * @param element define the dom element where to configure the cors policy
- */
- static SetCorsBehavior(url: string | string[], element: {
- crossOrigin: string | null;
- }): void;
- /**
- * Removes unwanted characters from an url
- * @param url defines the url to clean
- * @returns the cleaned url
- */
- static CleanUrl(url: string): string;
- /**
- * Gets or sets a function used to pre-process url before using them to load assets
- */
- static PreprocessUrl: (url: string) => string;
- /**
- * Loads an image as an HTMLImageElement.
- * @param input url string, ArrayBuffer, or Blob to load
- * @param onLoad callback called when the image successfully loads
- * @param onError callback called when the image fails to load
- * @param database database for caching
- * @returns the HTMLImageElement of the loaded image
- */
- static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement) => void, onError: (message?: string, exception?: any) => void, database: Nullable<Database>): HTMLImageElement;
- /**
- * Loads a file
- * @param url url string, ArrayBuffer, or Blob to load
- * @param onSuccess callback called when the file successfully loads
- * @param onProgress callback called while file is loading (if the server supports this mode)
- * @param database database for caching
- * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
- * @param onError callback called when the file fails to load
- * @returns a file request object
- */
- static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, database?: Database, useArrayBuffer?: boolean, onError?: (request?: XMLHttpRequest, exception?: any) => void): IFileRequest;
- /**
- * Load a script (identified by an url). When the url returns, the
- * content of this file is added into a new script element, attached to the DOM (body element)
- * @param scriptUrl defines the url of the script to laod
- * @param onSuccess defines the callback called when the script is loaded
- * @param onError defines the callback to call if an error occurs
- */
- static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void): void;
- /**
- * Loads a file from a blob
- * @param fileToLoad defines the blob to use
- * @param callback defines the callback to call when data is loaded
- * @param progressCallback defines the callback to call during loading process
- * @returns a file request object
- */
- static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
- /**
- * Loads a file
- * @param fileToLoad defines the file to load
- * @param callback defines the callback to call when data is loaded
- * @param progressCallBack defines the callback to call during loading process
- * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
- * @returns a file request object
- */
- static ReadFile(fileToLoad: File, callback: (data: any) => void, progressCallBack?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): IFileRequest;
- /**
- * Creates a data url from a given string content
- * @param content defines the content to convert
- * @returns the new data url link
- */
- static FileAsURL(content: string): string;
- /**
- * Format the given number to a specific decimal format
- * @param value defines the number to format
- * @param decimals defines the number of decimals to use
- * @returns the formatted string
- */
- static Format(value: number, decimals?: number): string;
- /**
- * Checks if a given vector is inside a specific range
- * @param v defines the vector to test
- * @param min defines the minimum range
- * @param max defines the maximum range
- */
- static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
- /**
- * Tries to copy an object by duplicating every property
- * @param source defines the source object
- * @param destination defines the target object
- * @param doNotCopyList defines a list of properties to avoid
- * @param mustCopyList defines a list of properties to copy (even if they start with _)
- */
- static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
- /**
- * Gets a boolean indicating if the given object has no own property
- * @param obj defines the object to test
- * @returns true if object has no own property
- */
- static IsEmpty(obj: any): boolean;
- /**
- * Function used to register events at window level
- * @param events defines the events to register
- */
- static RegisterTopRootEvents(events: {
- name: string;
- handler: Nullable<(e: FocusEvent) => any>;
- }[]): void;
- /**
- * Function used to unregister events from window level
- * @param events defines the events to unregister
- */
- static UnregisterTopRootEvents(events: {
- name: string;
- handler: Nullable<(e: FocusEvent) => any>;
- }[]): void;
- /**
- * Dumps the current bound framebuffer
- * @param width defines the rendering width
- * @param height defines the rendering height
- * @param engine defines the hosting engine
- * @param successCallback defines the callback triggered once the data are available
- * @param mimeType defines the mime type of the result
- * @param fileName defines the filename to download. If present, the result will automatically be downloaded
- */
- static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
- /**
- * Converts the canvas data to blob.
- * This acts as a polyfill for browsers not supporting the to blob function.
- * @param canvas Defines the canvas to extract the data from
- * @param successCallback Defines the callback triggered once the data are available
- * @param mimeType Defines the mime type of the result
- */
- static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
- /**
- * Encodes the canvas data to base 64 or automatically download the result if filename is defined
- * @param successCallback defines the callback triggered once the data are available
- * @param mimeType defines the mime type of the result
- * @param fileName defines he filename to download. If present, the result will automatically be downloaded
- */
- static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
- /**
- * Downloads a blob in the browser
- * @param blob defines the blob to download
- * @param fileName defines the name of the downloaded file
- */
- static Download(blob: Blob, fileName: string): void;
- /**
- * Captures a screenshot of the current rendering
- * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
- * @param engine defines the rendering engine
- * @param camera defines the source camera
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback defines the callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType defines the MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- */
- static CreateScreenshot(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string): void;
- /**
- * Generates an image screenshot from the specified camera.
- * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
- * @param engine The engine to use for rendering
- * @param camera The camera to use for rendering
- * @param size This parameter can be set to a single number or to an object with the
- * following (optional) properties: precision, width, height. If a single number is passed,
- * it will be used for both width and height. If an object is passed, the screenshot size
- * will be derived from the parameters. The precision property is a multiplier allowing
- * rendering at a higher or lower resolution
- * @param successCallback The callback receives a single parameter which contains the
- * screenshot as a string of base64-encoded characters. This string can be assigned to the
- * src parameter of an <img> to display it
- * @param mimeType The MIME type of the screenshot image (default: image/png).
- * Check your browser for supported MIME types
- * @param samples Texture samples (default: 1)
- * @param antialiasing Whether antialiasing should be turned on or not (default: false)
- * @param fileName A name for for the downloaded file.
- */
- static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: any, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
- /**
- * Validates if xhr data is correct
- * @param xhr defines the request to validate
- * @param dataType defines the expected data type
- * @returns true if data is correct
- */
- static ValidateXHRData(xhr: XMLHttpRequest, dataType?: number): boolean;
- /**
- * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
- * Be aware Math.random() could cause collisions, but:
- * "All but 6 of the 128 bits of the ID are randomly generated, which means that for any two ids, there's a 1 in 2^^122 (or 5.3x10^^36) chance they'll collide"
- * @returns a pseudo random id
- */
- static RandomId(): string;
- /**
- * Test if the given uri is a base64 string
- * @param uri The uri to test
- * @return True if the uri is a base64 string or false otherwise
- */
- static IsBase64(uri: string): boolean;
- /**
- * Decode the given base64 uri.
- * @param uri The uri to decode
- * @return The decoded base64 data.
- */
- static DecodeBase64(uri: string): ArrayBuffer;
- /**
- * No log
- */
- static readonly NoneLogLevel: number;
- /**
- * Only message logs
- */
- static readonly MessageLogLevel: number;
- /**
- * Only warning logs
- */
- static readonly WarningLogLevel: number;
- /**
- * Only error logs
- */
- static readonly ErrorLogLevel: number;
- /**
- * All logs
- */
- static readonly AllLogLevel: number;
- private static _LogCache;
- /**
- * Gets a value indicating the number of loading errors
- * @ignorenaming
- */
- static errorsCount: number;
- /**
- * Callback called when a new log is added
- */
- static OnNewCacheEntry: (entry: string) => void;
- private static _AddLogEntry;
- private static _FormatMessage;
- private static _LogDisabled;
- private static _LogEnabled;
- private static _WarnDisabled;
- private static _WarnEnabled;
- private static _ErrorDisabled;
- private static _ErrorEnabled;
- /**
- * Log a message to the console
- */
- static Log: (message: string) => void;
- /**
- * Write a warning message to the console
- */
- static Warn: (message: string) => void;
- /**
- * Write an error message to the console
- */
- static Error: (message: string) => void;
- /**
- * Gets current log cache (list of logs)
- */
- static readonly LogCache: string;
- /**
- * Clears the log cache
- */
- static ClearLogCache(): void;
- /**
- * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
- */
- static LogLevels: number;
- /**
- * Checks if the loaded document was accessed via `file:`-Protocol.
- * @returns boolean
- */
- static IsFileURL(): boolean;
- /**
- * Checks if the window object exists
- * @returns true if the window object exists
- */
- static IsWindowObjectExist(): boolean;
- /**
- * No performance log
- */
- static readonly PerformanceNoneLogLevel: number;
- /**
- * Use user marks to log performance
- */
- static readonly PerformanceUserMarkLogLevel: number;
- /**
- * Log performance to the console
- */
- static readonly PerformanceConsoleLogLevel: number;
- private static _performance;
- /**
- * Sets the current performance log level
- */
- static PerformanceLogLevel: number;
- private static _StartPerformanceCounterDisabled;
- private static _EndPerformanceCounterDisabled;
- private static _StartUserMark;
- private static _EndUserMark;
- private static _StartPerformanceConsole;
- private static _EndPerformanceConsole;
- /**
- * Starts a performance counter
- */
- static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
- /**
- * Ends a specific performance coutner
- */
- static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
- /**
- * Gets either window.performance.now() if supported or Date.now() else
- */
- static readonly Now: number;
- /**
- * This method will return the name of the class used to create the instance of the given object.
- * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
- * @param object the object to get the class name from
- * @param isType defines if the object is actually a type
- * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
- */
- static GetClassName(object: any, isType?: boolean): string;
- /**
- * Gets the first element of an array satisfying a given predicate
- * @param array defines the array to browse
- * @param predicate defines the predicate to use
- * @returns null if not found or the element
- */
- static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
- /**
- * This method will return the name of the full name of the class, including its owning module (if any).
- * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator or implementing a method getClassName():string (in which case the module won't be specified).
- * @param object the object to get the class name from
- * @param isType defines if the object is actually a type
- * @return a string that can have two forms: "moduleName.className" if module was specified when the class' Name was registered or "className" if there was not module specified.
- * @ignorenaming
- */
- static getFullClassName(object: any, isType?: boolean): Nullable<string>;
- /**
- * Returns a promise that resolves after the given amount of time.
- * @param delay Number of milliseconds to delay
- * @returns Promise that resolves after the given amount of time
- */
- static DelayAsync(delay: number): Promise<void>;
- /**
- * Gets the current gradient from an array of IValueGradient
- * @param ratio defines the current ratio to get
- * @param gradients defines the array of IValueGradient
- * @param updateFunc defines the callback function used to get the final value from the selected gradients
- */
- static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
- }
- /**
- * This class is used to track a performance counter which is number based.
- * The user has access to many properties which give statistics of different nature.
- *
- * The implementer can track two kinds of Performance Counter: time and count.
- * For time you can optionally call fetchNewFrame() to notify the start of a new frame to monitor, then call beginMonitoring() to start and endMonitoring() to record the lapsed time. endMonitoring takes a newFrame parameter for you to specify if the monitored time should be set for a new frame or accumulated to the current frame being monitored.
- * For count you first have to call fetchNewFrame() to notify the start of a new frame to monitor, then call addCount() how many time required to increment the count value you monitor.
- */
- class PerfCounter {
- /**
- * Gets or sets a global boolean to turn on and off all the counters
- */
- static Enabled: boolean;
- /**
- * Returns the smallest value ever
- */
- readonly min: number;
- /**
- * Returns the biggest value ever
- */
- readonly max: number;
- /**
- * Returns the average value since the performance counter is running
- */
- readonly average: number;
- /**
- * Returns the average value of the last second the counter was monitored
- */
- readonly lastSecAverage: number;
- /**
- * Returns the current value
- */
- readonly current: number;
- /**
- * Gets the accumulated total
- */
- readonly total: number;
- /**
- * Gets the total value count
- */
- readonly count: number;
- /**
- * Creates a new counter
- */
- constructor();
- /**
- * Call this method to start monitoring a new frame.
- * This scenario is typically used when you accumulate monitoring time many times for a single frame, you call this method at the start of the frame, then beginMonitoring to start recording and endMonitoring(false) to accumulated the recorded time to the PerfCounter or addCount() to accumulate a monitored count.
- */
- fetchNewFrame(): void;
- /**
- * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
- * @param newCount the count value to add to the monitored count
- * @param fetchResult true when it's the last time in the frame you add to the counter and you wish to update the statistics properties (min/max/average), false if you only want to update statistics.
- */
- addCount(newCount: number, fetchResult: boolean): void;
- /**
- * Start monitoring this performance counter
- */
- beginMonitoring(): void;
- /**
- * Compute the time lapsed since the previous beginMonitoring() call.
- * @param newFrame true by default to fetch the result and monitor a new frame, if false the time monitored will be added to the current frame counter
- */
- endMonitoring(newFrame?: boolean): void;
- private _fetchResult;
- private _startMonitoringTime;
- private _min;
- private _max;
- private _average;
- private _current;
- private _totalValueCount;
- private _totalAccumulated;
- private _lastSecAverage;
- private _lastSecAccumulated;
- private _lastSecTime;
- private _lastSecValueCount;
- }
- /**
- * Use this className as a decorator on a given class definition to add it a name and optionally its module.
- * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
- * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
- * @param name The name of the class, case should be preserved
- * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
- */
- function className(name: string, module?: string): (target: Object) => void;
- /**
- * An implementation of a loop for asynchronous functions.
- */
- class AsyncLoop {
- /**
- * Defines the number of iterations for the loop
- */
- iterations: number;
- /**
- * Defines the current index of the loop.
- */
- index: number;
- private _done;
- private _fn;
- private _successCallback;
- /**
- * Constructor.
- * @param iterations the number of iterations.
- * @param func the function to run each iteration
- * @param successCallback the callback that will be called upon succesful execution
- * @param offset starting offset.
- */
- constructor(
- /**
- * Defines the number of iterations for the loop
- */
- iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
- /**
- * Execute the next iteration. Must be called after the last iteration was finished.
- */
- executeNext(): void;
- /**
- * Break the loop and run the success callback.
- */
- breakLoop(): void;
- /**
- * Create and run an async loop.
- * @param iterations the number of iterations.
- * @param fn the function to run each iteration
- * @param successCallback the callback that will be called upon succesful execution
- * @param offset starting offset.
- * @returns the created async loop object
- */
- static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
- /**
- * A for-loop that will run a given number of iterations synchronous and the rest async.
- * @param iterations total number of iterations
- * @param syncedIterations number of synchronous iterations in each async iteration.
- * @param fn the function to call each iteration.
- * @param callback a success call back that will be called when iterating stops.
- * @param breakFunction a break condition (optional)
- * @param timeout timeout settings for the setTimeout function. default - 0.
- * @returns the created async loop object
- */
- static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
- }
- }
- interface HTMLCanvasElement {
- /** Track wether a record is in progress */
- isRecording: boolean;
- /** Capture Stream method defined by some browsers */
- captureStream(fps?: number): MediaStream;
- }
- interface MediaRecorder {
- /** Starts recording */
- start(timeSlice: number): void;
- /** Stops recording */
- stop(): void;
- /** Event raised when an error arised. */
- onerror: (event: ErrorEvent) => void;
- /** Event raised when the recording stops. */
- onstop: (event: Event) => void;
- /** Event raised when a new chunk of data is available and should be tracked. */
- ondataavailable: (event: Event) => void;
- }
- interface MediaRecorderOptions {
- /** The mime type you want to use as the recording container for the new MediaRecorder */
- mimeType?: string;
- /** The chosen bitrate for the audio component of the media. */
- audioBitsPerSecond?: number;
- /** The chosen bitrate for the video component of the media. */
- videoBitsPerSecond?: number;
- /** The chosen bitrate for the audio and video components of the media. This can be specified instead of the above two properties. If this is specified along with one or the other of the above properties, this will be used for the one that isn't specified. */
- bitsPerSecond?: number;
- }
- interface MediaRecorderConstructor {
- /**
- * A reference to the prototype.
- */
- readonly prototype: MediaRecorder;
- /**
- * Creates a new MediaRecorder.
- * @param stream Defines the stream to record.
- * @param options Defines the options for the recorder available in the type MediaRecorderOptions.
- */
- new (stream: MediaStream, options?: MediaRecorderOptions): MediaRecorder;
- }
- /**
- * MediaRecoreder object available in some browsers.
- */
- declare var MediaRecorder: MediaRecorderConstructor;
- declare module BABYLON {
- /**
- * This represents the different options avilable for the video capture.
- */
- interface VideoRecorderOptions {
- /** Defines the mime type of the video */
- mimeType: string;
- /** Defines the video the video should be recorded at */
- fps: number;
- /** Defines the chunk size for the recording data */
- recordChunckSize: number;
- }
- /**
- * This can helps recording videos from BabylonJS.
- * This is based on the available WebRTC functionalities of the browser.
- *
- * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
- */
- class VideoRecorder {
- private static readonly _defaultOptions;
- /**
- * Returns wehther or not the VideoRecorder is available in your browser.
- * @param engine Defines the Babylon Engine to check the support for
- * @returns true if supported otherwise false
- */
- static IsSupported(engine: Engine): boolean;
- private readonly _options;
- private _canvas;
- private _mediaRecorder;
- private _recordedChunks;
- private _fileName;
- private _resolve;
- private _reject;
- /**
- * True wether a recording is already in progress.
- */
- readonly isRecording: boolean;
- /**
- * Create a new VideoCapture object which can help converting what you see in Babylon to
- * a video file.
- * @param engine Defines the BabylonJS Engine you wish to record
- * @param options Defines options that can be used to customized the capture
- */
- constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
- /**
- * Stops the current recording before the default capture timeout passed in the startRecording
- * functions.
- */
- stopRecording(): void;
- /**
- * Starts recording the canvas for a max duration specified in parameters.
- * @param fileName Defines the name of the file to be downloaded when the recording stop. If null no automatic download will start and you can rely on the promise to get the data back.
- * @param maxDuration Defines the maximum recording time in seconds.
- * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
- * @return a promise callback at the end of the recording with the video data in Blob.
- */
- startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
- /**
- * Releases internal resources used during the recording.
- */
- dispose(): void;
- private _handleDataAvailable;
- private _handleError;
- private _handleStop;
- }
- }
- declare module BABYLON {
- /**
- * Defines the potential axis of a Joystick
- */
- enum JoystickAxis {
- /** X axis */
- X = 0,
- /** Y axis */
- Y = 1,
- /** Z axis */
- Z = 2
- }
- /**
- * Class used to define virtual joystick (used in touch mode)
- */
- class VirtualJoystick {
- /**
- * Gets or sets a boolean indicating that left and right values must be inverted
- */
- reverseLeftRight: boolean;
- /**
- * Gets or sets a boolean indicating that up and down values must be inverted
- */
- reverseUpDown: boolean;
- /**
- * Gets the offset value for the position (ie. the change of the position value)
- */
- deltaPosition: Vector3;
- /**
- * Gets a boolean indicating if the virtual joystick was pressed
- */
- pressed: boolean;
- private static _globalJoystickIndex;
- private static vjCanvas;
- private static vjCanvasContext;
- private static vjCanvasWidth;
- private static vjCanvasHeight;
- private static halfWidth;
- private _action;
- private _axisTargetedByLeftAndRight;
- private _axisTargetedByUpAndDown;
- private _joystickSensibility;
- private _inversedSensibility;
- private _joystickPointerID;
- private _joystickColor;
- private _joystickPointerPos;
- private _joystickPreviousPointerPos;
- private _joystickPointerStartPos;
- private _deltaJoystickVector;
- private _leftJoystick;
- private _touches;
- private _onPointerDownHandlerRef;
- private _onPointerMoveHandlerRef;
- private _onPointerUpHandlerRef;
- private _onResize;
- /**
- * Creates a new virtual joystick
- * @param leftJoystick defines that the joystick is for left hand (false by default)
- */
- constructor(leftJoystick?: boolean);
- /**
- * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
- * @param newJoystickSensibility defines the new sensibility
- */
- setJoystickSensibility(newJoystickSensibility: number): void;
- private _onPointerDown;
- private _onPointerMove;
- private _onPointerUp;
- /**
- * Change the color of the virtual joystick
- * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
- */
- setJoystickColor(newColor: string): void;
- /**
- * Defines a callback to call when the joystick is touched
- * @param action defines the callback
- */
- setActionOnTouch(action: () => any): void;
- /**
- * Defines which axis you'd like to control for left & right
- * @param axis defines the axis to use
- */
- setAxisForLeftRight(axis: JoystickAxis): void;
- /**
- * Defines which axis you'd like to control for up & down
- * @param axis defines the axis to use
- */
- setAxisForUpDown(axis: JoystickAxis): void;
- private _drawVirtualJoystick;
- /**
- * Release internal HTML canvas
- */
- releaseCanvas(): void;
- }
- }
- declare module BABYLON {
- /**
- * Helper class to push actions to a pool of workers.
- */
- class WorkerPool implements IDisposable {
- private _workerInfos;
- private _pendingActions;
- /**
- * Constructor
- * @param workers Array of workers to use for actions
- */
- constructor(workers: Array<Worker>);
- /**
- * Terminates all workers and clears any pending actions.
- */
- dispose(): void;
- /**
- * Pushes an action to the worker pool. If all the workers are active, the action will be
- * pended until a worker has completed its action.
- * @param action The action to perform. Call onComplete when the action is complete.
- */
- push(action: (worker: Worker, onComplete: () => void) => void): void;
- private _execute;
- }
- }
- declare module BABYLON {
- /**
- * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
- */
- class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
- /**
- * Gets the name of the behavior.
- */
- readonly name: string;
- private _zoomStopsAnimation;
- private _idleRotationSpeed;
- private _idleRotationWaitTime;
- private _idleRotationSpinupTime;
- /**
- * Sets the flag that indicates if user zooming should stop animation.
- */
- /**
- * Gets the flag that indicates if user zooming should stop animation.
- */
- zoomStopsAnimation: boolean;
- /**
- * Sets the default speed at which the camera rotates around the model.
- */
- /**
- * Gets the default speed at which the camera rotates around the model.
- */
- idleRotationSpeed: number;
- /**
- * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
- */
- /**
- * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
- */
- idleRotationWaitTime: number;
- /**
- * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
- */
- /**
- * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
- */
- idleRotationSpinupTime: number;
- /**
- * Gets a value indicating if the camera is currently rotating because of this behavior
- */
- readonly rotationInProgress: boolean;
- private _onPrePointerObservableObserver;
- private _onAfterCheckInputsObserver;
- private _attachedCamera;
- private _isPointerDown;
- private _lastFrameTime;
- private _lastInteractionTime;
- private _cameraRotationSpeed;
- /**
- * Initializes the behavior.
- */
- init(): void;
- /**
- * Attaches the behavior to its arc rotate camera.
- * @param camera Defines the camera to attach the behavior to
- */
- attach(camera: ArcRotateCamera): void;
- /**
- * Detaches the behavior from its current arc rotate camera.
- */
- detach(): void;
- /**
- * Returns true if user is scrolling.
- * @return true if user is scrolling.
- */
- private _userIsZooming;
- private _lastFrameRadius;
- private _shouldAnimationStopForInteraction;
- /**
- * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
- */
- private _applyUserInteraction;
- private _userIsMoving;
- }
- }
- declare module BABYLON {
- /**
- * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
- */
- class BouncingBehavior implements Behavior<ArcRotateCamera> {
- /**
- * Gets the name of the behavior.
- */
- readonly name: string;
- /**
- * The easing function used by animations
- */
- static EasingFunction: BackEase;
- /**
- * The easing mode used by animations
- */
- static EasingMode: number;
- /**
- * The duration of the animation, in milliseconds
- */
- transitionDuration: number;
- /**
- * Length of the distance animated by the transition when lower radius is reached
- */
- lowerRadiusTransitionRange: number;
- /**
- * Length of the distance animated by the transition when upper radius is reached
- */
- upperRadiusTransitionRange: number;
- private _autoTransitionRange;
- /**
- * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
- */
- /**
- * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
- * Transition ranges will be set to 5% of the bounding box diagonal in world space
- */
- autoTransitionRange: boolean;
- private _attachedCamera;
- private _onAfterCheckInputsObserver;
- private _onMeshTargetChangedObserver;
- /**
- * Initializes the behavior.
- */
- init(): void;
- /**
- * Attaches the behavior to its arc rotate camera.
- * @param camera Defines the camera to attach the behavior to
- */
- attach(camera: ArcRotateCamera): void;
- /**
- * Detaches the behavior from its current arc rotate camera.
- */
- detach(): void;
- private _radiusIsAnimating;
- private _radiusBounceTransition;
- private _animatables;
- private _cachedWheelPrecision;
- /**
- * Checks if the camera radius is at the specified limit. Takes into account animation locks.
- * @param radiusLimit The limit to check against.
- * @return Bool to indicate if at limit.
- */
- private _isRadiusAtLimit;
- /**
- * Applies an animation to the radius of the camera, extending by the radiusDelta.
- * @param radiusDelta The delta by which to animate to. Can be negative.
- */
- private _applyBoundRadiusAnimation;
- /**
- * Removes all animation locks. Allows new animations to be added to any of the camera properties.
- */
- protected _clearAnimationLocks(): void;
- /**
- * Stops and removes all animations that have been applied to the camera
- */
- stopAllAnimations(): void;
- }
- }
- declare module BABYLON {
- /**
- * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
- * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
- */
- class FramingBehavior implements Behavior<ArcRotateCamera> {
- /**
- * Gets the name of the behavior.
- */
- readonly name: string;
- private _mode;
- private _radiusScale;
- private _positionScale;
- private _defaultElevation;
- private _elevationReturnTime;
- private _elevationReturnWaitTime;
- private _zoomStopsAnimation;
- private _framingTime;
- /**
- * The easing function used by animations
- */
- static EasingFunction: ExponentialEase;
- /**
- * The easing mode used by animations
- */
- static EasingMode: number;
- /**
- * Sets the current mode used by the behavior
- */
- /**
- * Gets current mode used by the behavior.
- */
- mode: number;
- /**
- * Sets the scale applied to the radius (1 by default)
- */
- /**
- * Gets the scale applied to the radius
- */
- radiusScale: number;
- /**
- * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
- */
- /**
- * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
- */
- positionScale: number;
- /**
- * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
- * behaviour is triggered, in radians.
- */
- /**
- * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
- * behaviour is triggered, in radians.
- */
- defaultElevation: number;
- /**
- * Sets the time (in milliseconds) taken to return to the default beta position.
- * Negative value indicates camera should not return to default.
- */
- /**
- * Gets the time (in milliseconds) taken to return to the default beta position.
- * Negative value indicates camera should not return to default.
- */
- elevationReturnTime: number;
- /**
- * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
- */
- /**
- * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
- */
- elevationReturnWaitTime: number;
- /**
- * Sets the flag that indicates if user zooming should stop animation.
- */
- /**
- * Gets the flag that indicates if user zooming should stop animation.
- */
- zoomStopsAnimation: boolean;
- /**
- * Sets the transition time when framing the mesh, in milliseconds
- */
- /**
- * Gets the transition time when framing the mesh, in milliseconds
- */
- framingTime: number;
- /**
- * Define if the behavior should automatically change the configured
- * camera limits and sensibilities.
- */
- autoCorrectCameraLimitsAndSensibility: boolean;
- private _onPrePointerObservableObserver;
- private _onAfterCheckInputsObserver;
- private _onMeshTargetChangedObserver;
- private _attachedCamera;
- private _isPointerDown;
- private _lastInteractionTime;
- /**
- * Initializes the behavior.
- */
- init(): void;
- /**
- * Attaches the behavior to its arc rotate camera.
- * @param camera Defines the camera to attach the behavior to
- */
- attach(camera: ArcRotateCamera): void;
- /**
- * Detaches the behavior from its current arc rotate camera.
- */
- detach(): void;
- private _animatables;
- private _betaIsAnimating;
- private _betaTransition;
- private _radiusTransition;
- private _vectorTransition;
- /**
- * Targets the given mesh and updates zoom level accordingly.
- * @param mesh The mesh to target.
- * @param radius Optional. If a cached radius position already exists, overrides default.
- * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
- * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
- * @param onAnimationEnd Callback triggered at the end of the framing animation
- */
- zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
- /**
- * Targets the given mesh with its children and updates zoom level accordingly.
- * @param mesh The mesh to target.
- * @param radius Optional. If a cached radius position already exists, overrides default.
- * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
- * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
- * @param onAnimationEnd Callback triggered at the end of the framing animation
- */
- zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
- /**
- * Targets the given meshes with their children and updates zoom level accordingly.
- * @param meshes The mesh to target.
- * @param radius Optional. If a cached radius position already exists, overrides default.
- * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
- * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
- * @param onAnimationEnd Callback triggered at the end of the framing animation
- */
- zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
- /**
- * Targets the bounding box info defined by its extends and updates zoom level accordingly.
- * @param minimumWorld Determines the smaller position of the bounding box extend
- * @param maximumWorld Determines the bigger position of the bounding box extend
- * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
- * @param onAnimationEnd Callback triggered at the end of the framing animation
- */
- zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
- /**
- * Calculates the lowest radius for the camera based on the bounding box of the mesh.
- * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
- * frustum width.
- * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
- * to fully enclose the mesh in the viewing frustum.
- */
- protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
- /**
- * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
- * is automatically returned to its default position (expected to be above ground plane).
- */
- private _maintainCameraAboveGround;
- /**
- * Returns the frustum slope based on the canvas ratio and camera FOV
- * @returns The frustum slope represented as a Vector2 with X and Y slopes
- */
- private _getFrustumSlope;
- /**
- * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
- */
- private _clearAnimationLocks;
- /**
- * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
- */
- private _applyUserInteraction;
- /**
- * Stops and removes all animations that have been applied to the camera
- */
- stopAllAnimations(): void;
- /**
- * Gets a value indicating if the user is moving the camera
- */
- readonly isUserIsMoving: boolean;
- /**
- * The camera can move all the way towards the mesh.
- */
- static IgnoreBoundsSizeMode: number;
- /**
- * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
- */
- static FitFrustumSidesMode: number;
- }
- }
- declare module BABYLON {
- /**
- * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
- */
- class AttachToBoxBehavior implements BABYLON.Behavior<BABYLON.Mesh> {
- private ui;
- /**
- * The name of the behavior
- */
- name: string;
- /**
- * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
- */
- distanceAwayFromFace: number;
- /**
- * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
- */
- distanceAwayFromBottomOfFace: number;
- private _faceVectors;
- private _target;
- private _scene;
- private _onRenderObserver;
- private _tmpMatrix;
- private _tmpVector;
- /**
- * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
- * @param ui The transform node that should be attched to the mesh
- */
- constructor(ui: BABYLON.TransformNode);
- /**
- * Initializes the behavior
- */
- init(): void;
- private _closestFace;
- private _zeroVector;
- private _lookAtTmpMatrix;
- private _lookAtToRef;
- /**
- * Attaches the AttachToBoxBehavior to the passed in mesh
- * @param target The mesh that the specified node will be attached to
- */
- attach(target: BABYLON.Mesh): void;
- /**
- * Detaches the behavior from the mesh
- */
- detach(): void;
- }
- }
- declare module BABYLON {
- /**
- * A behavior that when attached to a mesh will allow the mesh to fade in and out
- */
- class FadeInOutBehavior implements Behavior<Mesh> {
- /**
- * Time in milliseconds to delay before fading in (Default: 0)
- */
- delay: number;
- /**
- * Time in milliseconds for the mesh to fade in (Default: 300)
- */
- fadeInTime: number;
- private _millisecondsPerFrame;
- private _hovered;
- private _hoverValue;
- private _ownerNode;
- /**
- * Instatiates the FadeInOutBehavior
- */
- constructor();
- /**
- * The name of the behavior
- */
- readonly name: string;
- /**
- * Initializes the behavior
- */
- init(): void;
- /**
- * Attaches the fade behavior on the passed in mesh
- * @param ownerNode The mesh that will be faded in/out once attached
- */
- attach(ownerNode: Mesh): void;
- /**
- * Detaches the behavior from the mesh
- */
- detach(): void;
- /**
- * Triggers the mesh to begin fading in or out
- * @param value if the object should fade in or out (true to fade in)
- */
- fadeIn(value: boolean): void;
- private _update;
- private _setAllVisibility;
- }
- }
- declare module BABYLON {
- /**
- * A behavior that when attached to a mesh will allow the mesh to be scaled
- */
- class MultiPointerScaleBehavior implements Behavior<Mesh> {
- private _dragBehaviorA;
- private _dragBehaviorB;
- private _startDistance;
- private _initialScale;
- private _targetScale;
- private _ownerNode;
- private _sceneRenderObserver;
- /**
- * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
- */
- constructor();
- /**
- * The name of the behavior
- */
- readonly name: string;
- /**
- * Initializes the behavior
- */
- init(): void;
- private _getCurrentDistance;
- /**
- * Attaches the scale behavior the passed in mesh
- * @param ownerNode The mesh that will be scaled around once attached
- */
- attach(ownerNode: Mesh): void;
- /**
- * Detaches the behavior from the mesh
- */
- detach(): void;
- }
- }
- declare module BABYLON {
- /**
- * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
- */
- class PointerDragBehavior implements Behavior<Mesh> {
- private static _AnyMouseID;
- private _attachedNode;
- private _dragPlane;
- private _scene;
- private _pointerObserver;
- private _beforeRenderObserver;
- private static _planeScene;
- /**
- * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
- */
- maxDragAngle: number;
- /**
- * @hidden
- */
- _useAlternatePickedPointAboveMaxDragAngle: boolean;
- /**
- * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
- */
- currentDraggingPointerID: number;
- /**
- * The last position where the pointer hit the drag plane in world space
- */
- lastDragPosition: Vector3;
- /**
- * If the behavior is currently in a dragging state
- */
- dragging: boolean;
- /**
- * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
- */
- dragDeltaRatio: number;
- /**
- * If the drag plane orientation should be updated during the dragging (Default: true)
- */
- updateDragPlane: boolean;
- private _debugMode;
- private _moving;
- /**
- * Fires each time the attached mesh is dragged with the pointer
- * * delta between last drag position and current drag position in world space
- * * dragDistance along the drag axis
- * * dragPlaneNormal normal of the current drag plane used during the drag
- * * dragPlanePoint in world space where the drag intersects the drag plane
- */
- onDragObservable: Observable<{
- delta: Vector3;
- dragPlanePoint: Vector3;
- dragPlaneNormal: Vector3;
- dragDistance: number;
- pointerId: number;
- }>;
- /**
- * Fires each time a drag begins (eg. mouse down on mesh)
- */
- onDragStartObservable: Observable<{
- dragPlanePoint: Vector3;
- pointerId: number;
- }>;
- /**
- * Fires each time a drag ends (eg. mouse release after drag)
- */
- onDragEndObservable: Observable<{
- dragPlanePoint: Vector3;
- pointerId: number;
- }>;
- /**
- * If the attached mesh should be moved when dragged
- */
- moveAttached: boolean;
- /**
- * If the drag behavior will react to drag events (Default: true)
- */
- enabled: boolean;
- /**
- * If camera controls should be detached during the drag
- */
- detachCameraControls: boolean;
- /**
- * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
- */
- useObjectOrienationForDragging: boolean;
- private _options;
- /**
- * Creates a pointer drag behavior that can be attached to a mesh
- * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
- */
- constructor(options?: {
- dragAxis?: Vector3;
- dragPlaneNormal?: Vector3;
- });
- /**
- * The name of the behavior
- */
- readonly name: string;
- /**
- * Initializes the behavior
- */
- init(): void;
- private _tmpVector;
- private _alternatePickedPoint;
- private _worldDragAxis;
- private _targetPosition;
- private _attachedElement;
- /**
- * Attaches the drag behavior the passed in mesh
- * @param ownerNode The mesh that will be dragged around once attached
- */
- attach(ownerNode: Mesh): void;
- /**
- * Force relase the drag action by code.
- */
- releaseDrag(): void;
- private _startDragRay;
- private _lastPointerRay;
- /**
- * Simulates the start of a pointer drag event on the behavior
- * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
- * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
- * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
- */
- startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
- private _startDrag;
- private _dragDelta;
- private _moveDrag;
- private _pickWithRayOnDragPlane;
- private _pointA;
- private _pointB;
- private _pointC;
- private _lineA;
- private _lineB;
- private _localAxis;
- private _lookAt;
- private _updateDragPlanePosition;
- /**
- * Detaches the behavior from the mesh
- */
- detach(): void;
- }
- }
- declare module BABYLON {
- /**
- * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
- */
- class SixDofDragBehavior implements Behavior<Mesh> {
- private static _virtualScene;
- private _ownerNode;
- private _sceneRenderObserver;
- private _scene;
- private _targetPosition;
- private _virtualOriginMesh;
- private _virtualDragMesh;
- private _pointerObserver;
- private _moving;
- private _startingOrientation;
- /**
- * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
- */
- private zDragFactor;
- /**
- * If the behavior is currently in a dragging state
- */
- dragging: boolean;
- /**
- * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
- */
- dragDeltaRatio: number;
- /**
- * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
- */
- currentDraggingPointerID: number;
- /**
- * If camera controls should be detached during the drag
- */
- detachCameraControls: boolean;
- /**
- * Fires each time a drag starts
- */
- onDragStartObservable: Observable<{}>;
- /**
- * Fires each time a drag ends (eg. mouse release after drag)
- */
- onDragEndObservable: Observable<{}>;
- /**
- * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
- */
- constructor();
- /**
- * The name of the behavior
- */
- readonly name: string;
- /**
- * Initializes the behavior
- */
- init(): void;
- /**
- * Attaches the scale behavior the passed in mesh
- * @param ownerNode The mesh that will be scaled around once attached
- */
- attach(ownerNode: Mesh): void;
- /**
- * Detaches the behavior from the mesh
- */
- detach(): void;
- }
- }
- declare module BABYLON {
- /**
- * Manage the gamepad inputs to control an arc rotate camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: ArcRotateCamera;
- /**
- * Defines the gamepad the input is gathering event from.
- */
- gamepad: Nullable<Gamepad>;
- /**
- * Defines the gamepad rotation sensiblity.
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
- */
- gamepadRotationSensibility: number;
- /**
- * Defines the gamepad move sensiblity.
- * This is the threshold from when moving starts to be accounted for for to prevent jittering.
- */
- gamepadMoveSensibility: number;
- private _onGamepadConnectedObserver;
- private _onGamepadDisconnectedObserver;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the keyboard inputs to control the movement of an arc rotate camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: ArcRotateCamera;
- /**
- * Defines the list of key codes associated with the up action (increase alpha)
- */
- keysUp: number[];
- /**
- * Defines the list of key codes associated with the down action (decrease alpha)
- */
- keysDown: number[];
- /**
- * Defines the list of key codes associated with the left action (increase beta)
- */
- keysLeft: number[];
- /**
- * Defines the list of key codes associated with the right action (decrease beta)
- */
- keysRight: number[];
- /**
- * Defines the list of key codes associated with the reset action.
- * Those keys reset the camera to its last stored state (with the method camera.storeState())
- */
- keysReset: number[];
- /**
- * Defines the panning sensibility of the inputs.
- * (How fast is the camera paning)
- */
- panningSensibility: number;
- /**
- * Defines the zooming sensibility of the inputs.
- * (How fast is the camera zooming)
- */
- zoomingSensibility: number;
- /**
- * Defines wether maintaining the alt key down switch the movement mode from
- * orientation to zoom.
- */
- useAltToZoom: boolean;
- /**
- * Rotation speed of the camera
- */
- angularSpeed: number;
- private _keys;
- private _ctrlPressed;
- private _altPressed;
- private _onCanvasBlurObserver;
- private _onKeyboardObserver;
- private _engine;
- private _scene;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the mouse wheel inputs to control an arc rotate camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: ArcRotateCamera;
- /**
- * Gets or Set the mouse wheel precision or how fast is the camera zooming.
- */
- wheelPrecision: number;
- /**
- * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
- * It defines the percentage of current camera.radius to use as delta when wheel is used.
- */
- wheelDeltaPercentage: number;
- private _wheel;
- private _observer;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the pointers inputs to control an arc rotate camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraPointersInput implements ICameraInput<ArcRotateCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: ArcRotateCamera;
- /**
- * Defines the buttons associated with the input to handle camera move.
- */
- buttons: number[];
- /**
- * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
- */
- angularSensibilityX: number;
- /**
- * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
- */
- angularSensibilityY: number;
- /**
- * Defines the pointer pinch precision or how fast is the camera zooming.
- */
- pinchPrecision: number;
- /**
- * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
- * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
- */
- pinchDeltaPercentage: number;
- /**
- * Defines the pointer panning sensibility or how fast is the camera moving.
- */
- panningSensibility: number;
- /**
- * Defines whether panning (2 fingers swipe) is enabled through multitouch.
- */
- multiTouchPanning: boolean;
- /**
- * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
- */
- multiTouchPanAndZoom: boolean;
- /**
- * Revers pinch action direction.
- */
- pinchInwards: boolean;
- private _isPanClick;
- private _pointerInput;
- private _observer;
- private _onMouseMove;
- private _onGestureStart;
- private _onGesture;
- private _MSGestureHandler;
- private _onLostFocus;
- private _onContextMenu;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: ArcRotateCamera;
- /**
- * Defines a correction factor applied on the alpha value retrieved from the orientation events.
- */
- alphaCorrection: number;
- /**
- * Defines a correction factor applied on the beta value retrieved from the orientation events.
- */
- betaCorrection: number;
- /**
- * Defines a correction factor applied on the gamma value retrieved from the orientation events.
- */
- gammaCorrection: number;
- private _alpha;
- private _gamma;
- private _dirty;
- private _deviceOrientationHandler;
- /**
- * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
- */
- constructor();
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /** @hidden */
- _onOrientationEvent(evt: DeviceOrientationEvent): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
- * Screen rotation is taken into account.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
- private _camera;
- private _screenOrientationAngle;
- private _constantTranform;
- private _screenQuaternion;
- private _alpha;
- private _beta;
- private _gamma;
- /**
- * Instantiates a new input
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- constructor();
- /**
- * Define the camera controlled by the input.
- */
- camera: FreeCamera;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- private _orientationChanged;
- private _deviceOrientation;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the gamepad inputs to control a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
- /**
- * Define the camera the input is attached to.
- */
- camera: FreeCamera;
- /**
- * Define the Gamepad controlling the input
- */
- gamepad: Nullable<Gamepad>;
- /**
- * Defines the gamepad rotation sensiblity.
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
- */
- gamepadAngularSensibility: number;
- /**
- * Defines the gamepad move sensiblity.
- * This is the threshold from when moving starts to be accounted for for to prevent jittering.
- */
- gamepadMoveSensibility: number;
- private _onGamepadConnectedObserver;
- private _onGamepadDisconnectedObserver;
- private _cameraTransform;
- private _deltaTransform;
- private _vector3;
- private _vector2;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the keyboard inputs to control the movement of a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: FreeCamera;
- /**
- * Gets or Set the list of keyboard keys used to control the forward move of the camera.
- */
- keysUp: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the backward move of the camera.
- */
- keysDown: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
- */
- keysLeft: number[];
- /**
- * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
- */
- keysRight: number[];
- private _keys;
- private _onCanvasBlurObserver;
- private _onKeyboardObserver;
- private _engine;
- private _scene;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /** @hidden */
- _onLostFocus(e: FocusEvent): void;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the mouse inputs to control the movement of a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
- /**
- * Define if touch is enabled in the mouse input
- */
- touchEnabled: boolean;
- /**
- * Defines the camera the input is attached to.
- */
- camera: FreeCamera;
- /**
- * Defines the buttons associated with the input to handle camera move.
- */
- buttons: number[];
- /**
- * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
- */
- angularSensibility: number;
- private _pointerInput;
- private _onMouseMove;
- private _observer;
- private previousPosition;
- /**
- * Manage the mouse inputs to control the movement of a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- * @param touchEnabled Defines if touch is enabled or not
- */
- constructor(
- /**
- * Define if touch is enabled in the mouse input
- */
- touchEnabled?: boolean);
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the touch inputs to control the movement of a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: FreeCamera;
- /**
- * Defines the touch sensibility for rotation.
- * The higher the faster.
- */
- touchAngularSensibility: number;
- /**
- * Defines the touch sensibility for move.
- * The higher the faster.
- */
- touchMoveSensibility: number;
- private _offsetX;
- private _offsetY;
- private _pointerPressed;
- private _pointerInput;
- private _observer;
- private _onLostFocus;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Manage the Virtual Joystick inputs to control the movement of a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
- /**
- * Defines the camera the input is attached to.
- */
- camera: FreeCamera;
- private _leftjoystick;
- private _rightjoystick;
- /**
- * Gets the left stick of the virtual joystick.
- * @returns The virtual Joystick
- */
- getLeftJoystick(): VirtualJoystick;
- /**
- * Gets the right stick of the virtual joystick.
- * @returns The virtual Joystick
- */
- getRightJoystick(): VirtualJoystick;
- /**
- * Update the current camera state depending on the inputs that have been used this frame.
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
- */
- checkInputs(): void;
- /**
- * Attach the input controls to a specific dom element to get the input from.
- * @param element Defines the element the controls should be listened from
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detach the current controls from the specified dom element.
- * @param element Defines the element to stop listening the inputs from
- */
- detachControl(element: Nullable<HTMLElement>): void;
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- getClassName(): string;
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
- * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
- */
- class AnaglyphArcRotateCamera extends ArcRotateCamera {
- /**
- * Creates a new AnaglyphArcRotateCamera
- * @param name defines camera name
- * @param alpha defines alpha angle (in radians)
- * @param beta defines beta angle (in radians)
- * @param radius defines radius
- * @param target defines camera target
- * @param interaxialDistance defines distance between each color axis
- * @param scene defines the hosting scene
- */
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
- /**
- * Gets camera class name
- * @returns AnaglyphArcRotateCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate anaglyphic rendering (based on FreeCamera)
- * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
- */
- class AnaglyphFreeCamera extends FreeCamera {
- /**
- * Creates a new AnaglyphFreeCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
- /**
- * Gets camera class name
- * @returns AnaglyphFreeCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
- * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
- */
- class AnaglyphGamepadCamera extends GamepadCamera {
- /**
- * Creates a new AnaglyphGamepadCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
- /**
- * Gets camera class name
- * @returns AnaglyphGamepadCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
- * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
- */
- class AnaglyphUniversalCamera extends UniversalCamera {
- /**
- * Creates a new AnaglyphUniversalCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
- /**
- * Gets camera class name
- * @returns AnaglyphUniversalCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
- * @see http://doc.babylonjs.com/features/cameras
- */
- class StereoscopicArcRotateCamera extends ArcRotateCamera {
- /**
- * Creates a new StereoscopicArcRotateCamera
- * @param name defines camera name
- * @param alpha defines alpha angle (in radians)
- * @param beta defines beta angle (in radians)
- * @param radius defines radius
- * @param target defines camera target
- * @param interaxialDistance defines distance between each color axis
- * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
- * @param scene defines the hosting scene
- */
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
- /**
- * Gets camera class name
- * @returns StereoscopicArcRotateCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate stereoscopic rendering (based on FreeCamera)
- * @see http://doc.babylonjs.com/features/cameras
- */
- class StereoscopicFreeCamera extends FreeCamera {
- /**
- * Creates a new StereoscopicFreeCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
- /**
- * Gets camera class name
- * @returns StereoscopicFreeCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
- * @see http://doc.babylonjs.com/features/cameras
- */
- class StereoscopicGamepadCamera extends GamepadCamera {
- /**
- * Creates a new StereoscopicGamepadCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
- /**
- * Gets camera class name
- * @returns StereoscopicGamepadCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
- * @see http://doc.babylonjs.com/features/cameras
- */
- class StereoscopicUniversalCamera extends UniversalCamera {
- /**
- * Creates a new StereoscopicUniversalCamera
- * @param name defines camera name
- * @param position defines initial position
- * @param interaxialDistance defines distance between each color axis
- * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
- * @param scene defines the hosting scene
- */
- constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
- /**
- * Gets camera class name
- * @returns StereoscopicUniversalCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * This represents all the required metrics to create a VR camera.
- * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
- */
- class VRCameraMetrics {
- /**
- * Define the horizontal resolution off the screen.
- */
- hResolution: number;
- /**
- * Define the vertical resolution off the screen.
- */
- vResolution: number;
- /**
- * Define the horizontal screen size.
- */
- hScreenSize: number;
- /**
- * Define the vertical screen size.
- */
- vScreenSize: number;
- /**
- * Define the vertical screen center position.
- */
- vScreenCenter: number;
- /**
- * Define the distance of the eyes to the screen.
- */
- eyeToScreenDistance: number;
- /**
- * Define the distance between both lenses
- */
- lensSeparationDistance: number;
- /**
- * Define the distance between both viewer's eyes.
- */
- interpupillaryDistance: number;
- /**
- * Define the distortion factor of the VR postprocess.
- * Please, touch with care.
- */
- distortionK: number[];
- /**
- * Define the chromatic aberration correction factors for the VR post process.
- */
- chromaAbCorrection: number[];
- /**
- * Define the scale factor of the post process.
- * The smaller the better but the slower.
- */
- postProcessScaleFactor: number;
- /**
- * Define an offset for the lens center.
- */
- lensCenterOffset: number;
- /**
- * Define if the current vr camera should compensate the distortion of the lense or not.
- */
- compensateDistortion: boolean;
- /**
- * Gets the rendering aspect ratio based on the provided resolutions.
- */
- readonly aspectRatio: number;
- /**
- * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
- */
- readonly aspectRatioFov: number;
- /**
- * @hidden
- */
- readonly leftHMatrix: Matrix;
- /**
- * @hidden
- */
- readonly rightHMatrix: Matrix;
- /**
- * @hidden
- */
- readonly leftPreViewMatrix: Matrix;
- /**
- * @hidden
- */
- readonly rightPreViewMatrix: Matrix;
- /**
- * Get the default VRMetrics based on the most generic setup.
- * @returns the default vr metrics
- */
- static GetDefault(): VRCameraMetrics;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate VR rendering (based on ArcRotateCamera)
- * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
- */
- class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
- /**
- * Creates a new VRDeviceOrientationArcRotateCamera
- * @param name defines camera name
- * @param alpha defines the camera rotation along the logitudinal axis
- * @param beta defines the camera rotation along the latitudinal axis
- * @param radius defines the camera distance from its target
- * @param target defines the camera target
- * @param scene defines the scene the camera belongs to
- * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
- * @param vrCameraMetrics defines the vr metrics associated to the camera
- */
- constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
- /**
- * Gets camera class name
- * @returns VRDeviceOrientationArcRotateCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate VR rendering (based on FreeCamera)
- * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
- */
- class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
- /**
- * Creates a new VRDeviceOrientationFreeCamera
- * @param name defines camera name
- * @param position defines the start position of the camera
- * @param scene defines the scene the camera belongs to
- * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
- * @param vrCameraMetrics defines the vr metrics associated to the camera
- */
- constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
- /**
- * Gets camera class name
- * @returns VRDeviceOrientationFreeCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
- * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
- */
- class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
- /**
- * Creates a new VRDeviceOrientationGamepadCamera
- * @param name defines camera name
- * @param position defines the start position of the camera
- * @param scene defines the scene the camera belongs to
- * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
- * @param vrCameraMetrics defines the vr metrics associated to the camera
- */
- constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
- /**
- * Gets camera class name
- * @returns VRDeviceOrientationGamepadCamera
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * Options to modify the vr teleportation behavior.
- */
- interface VRTeleportationOptions {
- /**
- * The name of the mesh which should be used as the teleportation floor. (default: null)
- */
- floorMeshName?: string;
- /**
- * A list of meshes to be used as the teleportation floor. (default: empty)
- */
- floorMeshes?: Mesh[];
- }
- /**
- * Options to modify the vr experience helper's behavior.
- */
- interface VRExperienceHelperOptions extends WebVROptions {
- /**
- * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
- */
- createDeviceOrientationCamera?: boolean;
- /**
- * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
- */
- createFallbackVRDeviceOrientationFreeCamera?: boolean;
- /**
- * Uses the main button on the controller to toggle the laser casted. (default: true)
- */
- laserToggle?: boolean;
- /**
- * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
- */
- floorMeshes?: Mesh[];
- }
- /**
- * Helps to quickly add VR support to an existing scene.
- * See http://doc.babylonjs.com/how_to/webvr_helper
- */
- class VRExperienceHelper {
- /** Options to modify the vr experience helper's behavior. */
- webVROptions: VRExperienceHelperOptions;
- private _scene;
- private _position;
- private _btnVR;
- private _btnVRDisplayed;
- private _webVRsupported;
- private _webVRready;
- private _webVRrequesting;
- private _webVRpresenting;
- private _hasEnteredVR;
- private _fullscreenVRpresenting;
- private _canvas;
- private _webVRCamera;
- private _vrDeviceOrientationCamera;
- private _deviceOrientationCamera;
- private _existingCamera;
- private _onKeyDown;
- private _onVrDisplayPresentChange;
- private _onVRDisplayChanged;
- private _onVRRequestPresentStart;
- private _onVRRequestPresentComplete;
- /**
- * Observable raised when entering VR.
- */
- onEnteringVRObservable: Observable<VRExperienceHelper>;
- /**
- * Observable raised when exiting VR.
- */
- onExitingVRObservable: Observable<VRExperienceHelper>;
- /**
- * Observable raised when controller mesh is loaded.
- */
- onControllerMeshLoadedObservable: Observable<WebVRController>;
- /** Return this.onEnteringVRObservable
- * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
- */
- readonly onEnteringVR: Observable<VRExperienceHelper>;
- /** Return this.onExitingVRObservable
- * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
- */
- readonly onExitingVR: Observable<VRExperienceHelper>;
- /** Return this.onControllerMeshLoadedObservable
- * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
- */
- readonly onControllerMeshLoaded: Observable<WebVRController>;
- private _rayLength;
- private _useCustomVRButton;
- private _teleportationRequested;
- private _teleportActive;
- private _floorMeshName;
- private _floorMeshesCollection;
- private _rotationAllowed;
- private _teleportBackwardsVector;
- private _teleportationTarget;
- private _isDefaultTeleportationTarget;
- private _postProcessMove;
- private _teleportationFillColor;
- private _teleportationBorderColor;
- private _rotationAngle;
- private _haloCenter;
- private _cameraGazer;
- private _padSensibilityUp;
- private _padSensibilityDown;
- private _leftController;
- private _rightController;
- /**
- * Observable raised when a new mesh is selected based on meshSelectionPredicate
- */
- onNewMeshSelected: Observable<AbstractMesh>;
- /**
- * Observable raised when a new mesh is picked based on meshSelectionPredicate
- */
- onNewMeshPicked: Observable<PickingInfo>;
- private _circleEase;
- /**
- * Observable raised before camera teleportation
- */
- onBeforeCameraTeleport: Observable<Vector3>;
- /**
- * Observable raised after camera teleportation
- */
- onAfterCameraTeleport: Observable<Vector3>;
- /**
- * Observable raised when current selected mesh gets unselected
- */
- onSelectedMeshUnselected: Observable<AbstractMesh>;
- private _raySelectionPredicate;
- /**
- * To be optionaly changed by user to define custom ray selection
- */
- raySelectionPredicate: (mesh: AbstractMesh) => boolean;
- /**
- * To be optionaly changed by user to define custom selection logic (after ray selection)
- */
- meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
- /**
- * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
- */
- teleportationEnabled: boolean;
- private _defaultHeight;
- private _teleportationInitialized;
- private _interactionsEnabled;
- private _interactionsRequested;
- private _displayGaze;
- private _displayLaserPointer;
- /**
- * The mesh used to display where the user is going to teleport.
- */
- /**
- * Sets the mesh to be used to display where the user is going to teleport.
- */
- teleportationTarget: Mesh;
- /**
- * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
- * when set bakeCurrentTransformIntoVertices will be called on the mesh.
- * See http://doc.babylonjs.com/resources/baking_transformations
- */
- gazeTrackerMesh: Mesh;
- /**
- * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
- */
- updateGazeTrackerScale: boolean;
- /**
- * The gaze tracking mesh corresponding to the left controller
- */
- readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
- /**
- * The gaze tracking mesh corresponding to the right controller
- */
- readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
- /**
- * If the ray of the gaze should be displayed.
- */
- /**
- * Sets if the ray of the gaze should be displayed.
- */
- displayGaze: boolean;
- /**
- * If the ray of the LaserPointer should be displayed.
- */
- /**
- * Sets if the ray of the LaserPointer should be displayed.
- */
- displayLaserPointer: boolean;
- /**
- * The deviceOrientationCamera used as the camera when not in VR.
- */
- readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
- /**
- * Based on the current WebVR support, returns the current VR camera used.
- */
- readonly currentVRCamera: Nullable<Camera>;
- /**
- * The webVRCamera which is used when in VR.
- */
- readonly webVRCamera: WebVRFreeCamera;
- /**
- * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
- */
- readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
- private readonly _teleportationRequestInitiated;
- /**
- * Instantiates a VRExperienceHelper.
- * Helps to quickly add VR support to an existing scene.
- * @param scene The scene the VRExperienceHelper belongs to.
- * @param webVROptions Options to modify the vr experience helper's behavior.
- */
- constructor(scene: Scene,
- /** Options to modify the vr experience helper's behavior. */
- webVROptions?: VRExperienceHelperOptions);
- private _onDefaultMeshLoaded;
- private _onResize;
- private _onFullscreenChange;
- /**
- * Gets a value indicating if we are currently in VR mode.
- */
- readonly isInVRMode: boolean;
- private onVrDisplayPresentChange;
- private onVRDisplayChanged;
- private moveButtonToBottomRight;
- private displayVRButton;
- private updateButtonVisibility;
- /**
- * Attempt to enter VR. If a headset is connected and ready, will request present on that.
- * Otherwise, will use the fullscreen API.
- */
- enterVR(): void;
- /**
- * Attempt to exit VR, or fullscreen.
- */
- exitVR(): void;
- /**
- * The position of the vr experience helper.
- */
- /**
- * Sets the position of the vr experience helper.
- */
- position: Vector3;
- /**
- * Enables controllers and user interactions such as selecting and object or clicking on an object.
- */
- enableInteractions(): void;
- private readonly _noControllerIsActive;
- private beforeRender;
- private _isTeleportationFloor;
- /**
- * Adds a floor mesh to be used for teleportation.
- * @param floorMesh the mesh to be used for teleportation.
- */
- addFloorMesh(floorMesh: Mesh): void;
- /**
- * Removes a floor mesh from being used for teleportation.
- * @param floorMesh the mesh to be removed.
- */
- removeFloorMesh(floorMesh: Mesh): void;
- /**
- * Enables interactions and teleportation using the VR controllers and gaze.
- * @param vrTeleportationOptions options to modify teleportation behavior.
- */
- enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
- private _onNewGamepadConnected;
- private _tryEnableInteractionOnController;
- private _onNewGamepadDisconnected;
- private _enableInteractionOnController;
- private _checkTeleportWithRay;
- private _checkRotate;
- private _checkTeleportBackwards;
- private _enableTeleportationOnController;
- private _createTeleportationCircles;
- private _displayTeleportationTarget;
- private _hideTeleportationTarget;
- private _rotateCamera;
- private _moveTeleportationSelectorTo;
- private _workingVector;
- private _workingQuaternion;
- private _workingMatrix;
- /**
- * Teleports the users feet to the desired location
- * @param location The location where the user's feet should be placed
- */
- teleportCamera(location: Vector3): void;
- private _convertNormalToDirectionOfRay;
- private _castRayAndSelectObject;
- private _notifySelectedMeshUnselected;
- /**
- * Sets the color of the laser ray from the vr controllers.
- * @param color new color for the ray.
- */
- changeLaserColor(color: Color3): void;
- /**
- * Sets the color of the ray from the vr headsets gaze.
- * @param color new color for the ray.
- */
- changeGazeColor(color: Color3): void;
- /**
- * Exits VR and disposes of the vr experience helper
- */
- dispose(): void;
- /**
- * Gets the name of the VRExperienceHelper class
- * @returns "VRExperienceHelper"
- */
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
- * IMPORTANT!! The data is right-hand data.
- * @export
- * @interface DevicePose
- */
- interface DevicePose {
- /**
- * The position of the device, values in array are [x,y,z].
- */
- readonly position: Nullable<Float32Array>;
- /**
- * The linearVelocity of the device, values in array are [x,y,z].
- */
- readonly linearVelocity: Nullable<Float32Array>;
- /**
- * The linearAcceleration of the device, values in array are [x,y,z].
- */
- readonly linearAcceleration: Nullable<Float32Array>;
- /**
- * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
- */
- readonly orientation: Nullable<Float32Array>;
- /**
- * The angularVelocity of the device, values in array are [x,y,z].
- */
- readonly angularVelocity: Nullable<Float32Array>;
- /**
- * The angularAcceleration of the device, values in array are [x,y,z].
- */
- readonly angularAcceleration: Nullable<Float32Array>;
- }
- /**
- * Interface representing a pose controlled object in Babylon.
- * A pose controlled object has both regular pose values as well as pose values
- * from an external device such as a VR head mounted display
- */
- interface PoseControlled {
- /**
- * The position of the object in babylon space.
- */
- position: Vector3;
- /**
- * The rotation quaternion of the object in babylon space.
- */
- rotationQuaternion: Quaternion;
- /**
- * The position of the device in babylon space.
- */
- devicePosition?: Vector3;
- /**
- * The rotation quaternion of the device in babylon space.
- */
- deviceRotationQuaternion: Quaternion;
- /**
- * The raw pose coming from the device.
- */
- rawPose: Nullable<DevicePose>;
- /**
- * The scale of the device to be used when translating from device space to babylon space.
- */
- deviceScaleFactor: number;
- /**
- * Updates the poseControlled values based on the input device pose.
- * @param poseData the pose data to update the object with
- */
- updateFromDevice(poseData: DevicePose): void;
- }
- /**
- * Set of options to customize the webVRCamera
- */
- interface WebVROptions {
- /**
- * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
- */
- trackPosition?: boolean;
- /**
- * Sets the scale of the vrDevice in babylon space. (default: 1)
- */
- positionScale?: number;
- /**
- * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
- */
- displayName?: string;
- /**
- * Should the native controller meshes be initialized. (default: true)
- */
- controllerMeshes?: boolean;
- /**
- * Creating a default HemiLight only on controllers. (default: true)
- */
- defaultLightingOnControllers?: boolean;
- /**
- * If you don't want to use the default VR button of the helper. (default: false)
- */
- useCustomVRButton?: boolean;
- /**
- * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
- */
- customVRButton?: HTMLButtonElement;
- /**
- * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
- */
- rayLength?: number;
- /**
- * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
- */
- defaultHeight?: number;
- }
- /**
- * This represents a WebVR camera.
- * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
- * @example http://doc.babylonjs.com/how_to/webvr_camera
- */
- class WebVRFreeCamera extends FreeCamera implements PoseControlled {
- private webVROptions;
- /**
- * @hidden
- * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
- */
- _vrDevice: any;
- /**
- * The rawPose of the vrDevice.
- */
- rawPose: Nullable<DevicePose>;
- private _onVREnabled;
- private _specsVersion;
- private _attached;
- private _frameData;
- protected _descendants: Array<Node>;
- private _deviceRoomPosition;
- /** @hidden */
- _deviceRoomRotationQuaternion: Quaternion;
- private _standingMatrix;
- /**
- * Represents device position in babylon space.
- */
- devicePosition: Vector3;
- /**
- * Represents device rotation in babylon space.
- */
- deviceRotationQuaternion: Quaternion;
- /**
- * The scale of the device to be used when translating from device space to babylon space.
- */
- deviceScaleFactor: number;
- private _deviceToWorld;
- private _worldToDevice;
- /**
- * References to the webVR controllers for the vrDevice.
- */
- controllers: Array<WebVRController>;
- /**
- * Emits an event when a controller is attached.
- */
- onControllersAttachedObservable: Observable<WebVRController[]>;
- /**
- * Emits an event when a controller's mesh has been loaded;
- */
- onControllerMeshLoadedObservable: Observable<WebVRController>;
- /**
- * Emits an event when the HMD's pose has been updated.
- */
- onPoseUpdatedFromDeviceObservable: Observable<any>;
- private _poseSet;
- /**
- * If the rig cameras be used as parent instead of this camera.
- */
- rigParenting: boolean;
- private _lightOnControllers;
- private _defaultHeight?;
- /**
- * Instantiates a WebVRFreeCamera.
- * @param name The name of the WebVRFreeCamera
- * @param position The starting anchor position for the camera
- * @param scene The scene the camera belongs to
- * @param webVROptions a set of customizable options for the webVRCamera
- */
- constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
- /**
- * Gets the device distance from the ground in meters.
- * @returns the distance in meters from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
- */
- deviceDistanceToRoomGround(): number;
- /**
- * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
- * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
- */
- useStandingMatrix(callback?: (bool: boolean) => void): void;
- /**
- * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
- * @returns A promise with a boolean set to if the standing matrix is supported.
- */
- useStandingMatrixAsync(): Promise<boolean>;
- /**
- * Disposes the camera
- */
- dispose(): void;
- /**
- * Gets a vrController by name.
- * @param name The name of the controller to retreive
- * @returns the controller matching the name specified or null if not found
- */
- getControllerByName(name: string): Nullable<WebVRController>;
- private _leftController;
- /**
- * The controller corrisponding to the users left hand.
- */
- readonly leftController: Nullable<WebVRController>;
- private _rightController;
- /**
- * The controller corrisponding to the users right hand.
- */
- readonly rightController: Nullable<WebVRController>;
- /**
- * Casts a ray forward from the vrCamera's gaze.
- * @param length Length of the ray (default: 100)
- * @returns the ray corrisponding to the gaze
- */
- getForwardRay(length?: number): Ray;
- /**
- * @hidden
- * Updates the camera based on device's frame data
- */
- _checkInputs(): void;
- /**
- * Updates the poseControlled values based on the input device pose.
- * @param poseData Pose coming from the device
- */
- updateFromDevice(poseData: DevicePose): void;
- private _htmlElementAttached;
- private _detachIfAttached;
- /**
- * WebVR's attach control will start broadcasting frames to the device.
- * Note that in certain browsers (chrome for example) this function must be called
- * within a user-interaction callback. Example:
- * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
- *
- * @param element html element to attach the vrDevice to
- * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
- */
- attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
- /**
- * Detaches the camera from the html element and disables VR
- *
- * @param element html element to detach from
- */
- detachControl(element: HTMLElement): void;
- /**
- * @returns the name of this class
- */
- getClassName(): string;
- /**
- * Calls resetPose on the vrDisplay
- * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
- */
- resetToCurrentRotation(): void;
- /**
- * @hidden
- * Updates the rig cameras (left and right eye)
- */
- _updateRigCameras(): void;
- private _workingVector;
- private _oneVector;
- private _workingMatrix;
- private updateCacheCalled;
- private _correctPositionIfNotTrackPosition;
- /**
- * @hidden
- * Updates the cached values of the camera
- * @param ignoreParentClass ignores updating the parent class's cache (default: false)
- */
- _updateCache(ignoreParentClass?: boolean): void;
- /**
- * @hidden
- * Get current device position in babylon world
- */
- _computeDevicePosition(): void;
- /**
- * Updates the current device position and rotation in the babylon world
- */
- update(): void;
- /**
- * @hidden
- * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
- * @returns an identity matrix
- */
- _getViewMatrix(): Matrix;
- private _tmpMatrix;
- /**
- * This function is called by the two RIG cameras.
- * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
- */
- protected _getWebVRViewMatrix(): Matrix;
- protected _getWebVRProjectionMatrix(): Matrix;
- private _onGamepadConnectedObserver;
- private _onGamepadDisconnectedObserver;
- private _updateCacheWhenTrackingDisabledObserver;
- /**
- * Initializes the controllers and their meshes
- */
- initControllers(): void;
- }
- }
- declare module BABYLON {
- /** @hidden */
- class _OcclusionDataStorage {
- /** @hidden */
- occlusionInternalRetryCounter: number;
- /** @hidden */
- isOcclusionQueryInProgress: boolean;
- /** @hidden */
- isOccluded: boolean;
- /** @hidden */
- occlusionRetryCount: number;
- /** @hidden */
- occlusionType: number;
- /** @hidden */
- occlusionQueryAlgorithmType: number;
- }
- interface Engine {
- /**
- * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
- * @return the new query
- */
- createQuery(): WebGLQuery;
- /**
- * Delete and release a webGL query
- * @param query defines the query to delete
- * @return the current engine
- */
- deleteQuery(query: WebGLQuery): Engine;
- /**
- * Check if a given query has resolved and got its value
- * @param query defines the query to check
- * @returns true if the query got its value
- */
- isQueryResultAvailable(query: WebGLQuery): boolean;
- /**
- * Gets the value of a given query
- * @param query defines the query to check
- * @returns the value of the query
- */
- getQueryResult(query: WebGLQuery): number;
- /**
- * Initiates an occlusion query
- * @param algorithmType defines the algorithm to use
- * @param query defines the query to use
- * @returns the current engine
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
- /**
- * Ends an occlusion query
- * @see http://doc.babylonjs.com/features/occlusionquery
- * @param algorithmType defines the algorithm to use
- * @returns the current engine
- */
- endOcclusionQuery(algorithmType: number): Engine;
- /**
- * Starts a time query (used to measure time spent by the GPU on a specific frame)
- * Please note that only one query can be issued at a time
- * @returns a time token used to track the time span
- */
- startTimeQuery(): Nullable<_TimeToken>;
- /**
- * Ends a time query
- * @param token defines the token used to measure the time span
- * @returns the time spent (in ns)
- */
- endTimeQuery(token: _TimeToken): int;
- /** @hidden */
- _currentNonTimestampToken: Nullable<_TimeToken>;
- /** @hidden */
- _createTimeQuery(): WebGLQuery;
- /** @hidden */
- _deleteTimeQuery(query: WebGLQuery): void;
- /** @hidden */
- _getGlAlgorithmType(algorithmType: number): number;
- /** @hidden */
- _getTimeQueryResult(query: WebGLQuery): any;
- /** @hidden */
- _getTimeQueryAvailability(query: WebGLQuery): any;
- }
- interface AbstractMesh {
- /**
- * Backing filed
- * @hidden
- */
- __occlusionDataStorage: _OcclusionDataStorage;
- /**
- * Access property
- * @hidden
- */
- _occlusionDataStorage: _OcclusionDataStorage;
- /**
- * This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object.
- * The default value is -1 which means don't break the query and wait till the result
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- occlusionRetryCount: number;
- /**
- * This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
- * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
- * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
- * * OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- occlusionType: number;
- /**
- * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
- * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
- * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- occlusionQueryAlgorithmType: number;
- /**
- * Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- isOccluded: boolean;
- /**
- * Flag to check the progress status of the query
- * @see http://doc.babylonjs.com/features/occlusionquery
- */
- isOcclusionQueryInProgress: boolean;
- }
- }
- declare module BABYLON {
- interface Engine {
- /**
- * Creates a webGL transform feedback object
- * Please makes sure to check webGLVersion property to check if you are running webGL 2+
- * @returns the webGL transform feedback object
- */
- createTransformFeedback(): WebGLTransformFeedback;
- /**
- * Delete a webGL transform feedback object
- * @param value defines the webGL transform feedback object to delete
- */
- deleteTransformFeedback(value: WebGLTransformFeedback): void;
- /**
- * Bind a webGL transform feedback object to the webgl context
- * @param value defines the webGL transform feedback object to bind
- */
- bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
- /**
- * Begins a transform feedback operation
- * @param usePoints defines if points or triangles must be used
- */
- beginTransformFeedback(usePoints: boolean): void;
- /**
- * Ends a transform feedback operation
- */
- endTransformFeedback(): void;
- /**
- * Specify the varyings to use with transform feedback
- * @param program defines the associated webGL program
- * @param value defines the list of strings representing the varying names
- */
- setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
- /**
- * Bind a webGL buffer for a transform feedback operation
- * @param value defines the webGL buffer to bind
- */
- bindTransformFeedbackBuffer(value: Nullable<WebGLBuffer>): void;
- }
- }
- declare module BABYLON {
- /**
- * Contains an array of blocks representing the octree
- */
- interface IOctreeContainer<T> {
- /**
- * Blocks within the octree
- */
- blocks: Array<OctreeBlock<T>>;
- }
- /**
- * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
- * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- */
- class Octree<T> {
- /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
- maxDepth: number;
- /**
- * Blocks within the octree containing objects
- */
- blocks: Array<OctreeBlock<T>>;
- /**
- * Content stored in the octree
- */
- dynamicContent: T[];
- private _maxBlockCapacity;
- private _selectionContent;
- private _creationFunc;
- /**
- * Creates a octree
- * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- * @param creationFunc function to be used to instatiate the octree
- * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
- * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
- */
- constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
- /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
- maxDepth?: number);
- /**
- * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
- * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
- * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
- * @param entries meshes to be added to the octree blocks
- */
- update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
- /**
- * Adds a mesh to the octree
- * @param entry Mesh to add to the octree
- */
- addMesh(entry: T): void;
- /**
- * Selects an array of meshes within the frustum
- * @param frustumPlanes The frustum planes to use which will select all meshes within it
- * @param allowDuplicate If duplicate objects are allowed in the resulting object array
- * @returns array of meshes within the frustum
- */
- select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
- /**
- * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
- * @param sphereCenter defines the bounding sphere center
- * @param sphereRadius defines the bounding sphere radius
- * @param allowDuplicate defines if the selection array can contains duplicated entries
- * @returns an array of objects that intersect the sphere
- */
- intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
- /**
- * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
- * @param ray defines the ray to test with
- * @returns array of intersected objects
- */
- intersectsRay(ray: Ray): SmartArray<T>;
- /**
- * @hidden
- */
- 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;
- /**
- * Adds a mesh into the octree block if it intersects the block
- */
- static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
- /**
- * Adds a submesh into the octree block if it intersects the block
- */
- static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store a cell in an octree
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- */
- class OctreeBlock<T> {
- /**
- * Gets the content of the current block
- */
- entries: T[];
- /**
- * Gets the list of block children
- */
- blocks: Array<OctreeBlock<T>>;
- private _depth;
- private _maxDepth;
- private _capacity;
- private _minPoint;
- private _maxPoint;
- private _boundingVectors;
- private _creationFunc;
- /**
- * Creates a new block
- * @param minPoint defines the minimum vector (in world space) of the block's bounding box
- * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
- * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
- * @param depth defines the current depth of this block in the octree
- * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
- * @param creationFunc defines a callback to call when an element is added to the block
- */
- constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
- /**
- * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
- */
- readonly capacity: number;
- /**
- * Gets the minimum vector (in world space) of the block's bounding box
- */
- readonly minPoint: Vector3;
- /**
- * Gets the maximum vector (in world space) of the block's bounding box
- */
- readonly maxPoint: Vector3;
- /**
- * Add a new element to this block
- * @param entry defines the element to add
- */
- addEntry(entry: T): void;
- /**
- * Add an array of elements to this block
- * @param entries defines the array of elements to add
- */
- addEntries(entries: T[]): void;
- /**
- * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
- * @param frustumPlanes defines the frustum planes to test
- * @param selection defines the array to store current content if selection is positive
- * @param allowDuplicate defines if the selection array can contains duplicated entries
- */
- select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
- /**
- * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
- * @param sphereCenter defines the bounding sphere center
- * @param sphereRadius defines the bounding sphere radius
- * @param selection defines the array to store current content if selection is positive
- * @param allowDuplicate defines if the selection array can contains duplicated entries
- */
- intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
- /**
- * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
- * @param ray defines the ray to test with
- * @param selection defines the array to store current content if selection is positive
- */
- intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
- /**
- * Subdivide the content into child blocks (this block will then be empty)
- */
- createInnerBlocks(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /**
- * @hidden
- * Backing Filed
- */
- _selectionOctree: Octree<AbstractMesh>;
- /**
- * Gets the octree used to boost mesh selection (picking)
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- */
- selectionOctree: Octree<AbstractMesh>;
- /**
- * Creates or updates the octree used to boost selection (picking)
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- * @param maxCapacity defines the maximum capacity per leaf
- * @param maxDepth defines the maximum depth of the octree
- * @returns an octree of AbstractMesh
- */
- createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
- }
- interface AbstractMesh {
- /**
- * @hidden
- * Backing Field
- */
- _submeshesOctree: Octree<SubMesh>;
- /**
- * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
- * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
- * @param maxCapacity defines the maximum size of each block (64 by default)
- * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
- * @returns the new octree
- * @see https://www.babylonjs-playground.com/#NA4OQ#12
- * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
- */
- createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
- }
- /**
- * Defines the octree scene component responsible to manage any octrees
- * in a given scene.
- */
- class OctreeSceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Indicates if the meshes have been checked to make sure they are isEnabled()
- */
- readonly checksIsEnabled: boolean;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Return the list of active meshes
- * @returns the list of active meshes
- */
- getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
- /**
- * Return the list of active sub meshes
- * @param mesh The mesh to get the candidates sub meshes from
- * @returns the list of active sub meshes
- */
- getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
- private _tempRay;
- /**
- * Return the list of sub meshes intersecting with a given local ray
- * @param mesh defines the mesh to find the submesh for
- * @param localRay defines the ray in local space
- * @returns the list of intersecting sub meshes
- */
- getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
- /**
- * Return the list of sub meshes colliding with a collider
- * @param mesh defines the mesh to find the submesh for
- * @param collider defines the collider to evaluate the collision against
- * @returns the list of colliding sub meshes
- */
- getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Google Daydream controller
- */
- class DaydreamController extends WebVRController {
- /**
- * Base Url for the controller model.
- */
- static MODEL_BASE_URL: string;
- /**
- * File name for the controller model.
- */
- static MODEL_FILENAME: string;
- /**
- * Gamepad Id prefix used to identify Daydream Controller.
- */
- static readonly GAMEPAD_ID_PREFIX: string;
- /**
- * Creates a new DaydreamController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- /**
- * Called once for each button that changed state since the last frame
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module BABYLON {
- /**
- * Gear VR Controller
- */
- class GearVRController extends WebVRController {
- /**
- * Base Url for the controller model.
- */
- static MODEL_BASE_URL: string;
- /**
- * File name for the controller model.
- */
- static MODEL_FILENAME: string;
- /**
- * Gamepad Id prefix used to identify this controller.
- */
- static readonly GAMEPAD_ID_PREFIX: string;
- private readonly _buttonIndexToObservableNameMap;
- /**
- * Creates a new GearVRController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- /**
- * Called once for each button that changed state since the last frame
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module BABYLON {
- /**
- * Generic Controller
- */
- class GenericController extends WebVRController {
- /**
- * Base Url for the controller model.
- */
- static readonly MODEL_BASE_URL: string;
- /**
- * File name for the controller model.
- */
- static readonly MODEL_FILENAME: string;
- /**
- * Creates a new GenericController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- /**
- * Called once for each button that changed state since the last frame
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module BABYLON {
- /**
- * Oculus Touch Controller
- */
- class OculusTouchController extends WebVRController {
- /**
- * Base Url for the controller model.
- */
- static MODEL_BASE_URL: string;
- /**
- * File name for the left controller model.
- */
- static MODEL_LEFT_FILENAME: string;
- /**
- * File name for the right controller model.
- */
- static MODEL_RIGHT_FILENAME: string;
- /**
- * Fired when the secondary trigger on this controller is modified
- */
- onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the thumb rest on this controller is modified
- */
- onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Creates a new OculusTouchController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- /**
- * Fired when the A button on this controller is modified
- */
- readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the B button on this controller is modified
- */
- readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the X button on this controller is modified
- */
- readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the Y button on this controller is modified
- */
- readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Called once for each button that changed state since the last frame
- * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
- * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
- * 2) secondary trigger (same)
- * 3) A (right) X (left), touch, pressed = value
- * 4) B / Y
- * 5) thumb rest
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module BABYLON {
- /**
- * Defines the types of pose enabled controllers that are supported
- */
- enum PoseEnabledControllerType {
- /**
- * HTC Vive
- */
- VIVE = 0,
- /**
- * Oculus Rift
- */
- OCULUS = 1,
- /**
- * Windows mixed reality
- */
- WINDOWS = 2,
- /**
- * Samsung gear VR
- */
- GEAR_VR = 3,
- /**
- * Google Daydream
- */
- DAYDREAM = 4,
- /**
- * Generic
- */
- GENERIC = 5
- }
- /**
- * Defines the MutableGamepadButton interface for the state of a gamepad button
- */
- interface MutableGamepadButton {
- /**
- * Value of the button/trigger
- */
- value: number;
- /**
- * If the button/trigger is currently touched
- */
- touched: boolean;
- /**
- * If the button/trigger is currently pressed
- */
- pressed: boolean;
- }
- /**
- * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
- * @hidden
- */
- interface ExtendedGamepadButton extends GamepadButton {
- /**
- * If the button/trigger is currently pressed
- */
- readonly pressed: boolean;
- /**
- * If the button/trigger is currently touched
- */
- readonly touched: boolean;
- /**
- * Value of the button/trigger
- */
- readonly value: number;
- }
- /**
- * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
- */
- class PoseEnabledControllerHelper {
- /**
- * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
- * @param vrGamepad the gamepad to initialized
- * @returns a vr controller of the type the gamepad identified as
- */
- static InitiateController(vrGamepad: any): OculusTouchController | WindowsMotionController | ViveController | GearVRController | DaydreamController | GenericController;
- }
- /**
- * Defines the PoseEnabledController object that contains state of a vr capable controller
- */
- class PoseEnabledController extends Gamepad implements PoseControlled {
- private _deviceRoomPosition;
- private _deviceRoomRotationQuaternion;
- /**
- * The device position in babylon space
- */
- devicePosition: Vector3;
- /**
- * The device rotation in babylon space
- */
- deviceRotationQuaternion: Quaternion;
- /**
- * The scale factor of the device in babylon space
- */
- deviceScaleFactor: number;
- /**
- * (Likely devicePosition should be used instead) The device position in its room space
- */
- position: Vector3;
- /**
- * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
- */
- rotationQuaternion: Quaternion;
- /**
- * The type of controller (Eg. Windows mixed reality)
- */
- controllerType: PoseEnabledControllerType;
- protected _calculatedPosition: Vector3;
- private _calculatedRotation;
- /**
- * The raw pose from the device
- */
- rawPose: DevicePose;
- private _trackPosition;
- private _maxRotationDistFromHeadset;
- private _draggedRoomRotation;
- /**
- * @hidden
- */
- _disableTrackPosition(fixedPosition: Vector3): void;
- /**
- * Internal, the mesh attached to the controller
- * @hidden
- */
- _mesh: Nullable<AbstractMesh>;
- private _poseControlledCamera;
- private _leftHandSystemQuaternion;
- /**
- * Internal, matrix used to convert room space to babylon space
- * @hidden
- */
- _deviceToWorld: Matrix;
- /**
- * Node to be used when casting a ray from the controller
- * @hidden
- */
- _pointingPoseNode: Nullable<AbstractMesh>;
- /**
- * Name of the child mesh that can be used to cast a ray from the controller
- */
- static readonly POINTING_POSE: string;
- /**
- * Creates a new PoseEnabledController from a gamepad
- * @param browserGamepad the gamepad that the PoseEnabledController should be created from
- */
- constructor(browserGamepad: any);
- private _workingMatrix;
- /**
- * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
- */
- update(): void;
- /**
- * Updates only the pose device and mesh without doing any button event checking
- */
- protected _updatePoseAndMesh(): void;
- /**
- * Updates the state of the pose enbaled controller based on the raw pose data from the device
- * @param poseData raw pose fromthe device
- */
- updateFromDevice(poseData: DevicePose): void;
- /**
- * @hidden
- */
- _meshAttachedObservable: Observable<AbstractMesh>;
- /**
- * Attaches a mesh to the controller
- * @param mesh the mesh to be attached
- */
- attachToMesh(mesh: AbstractMesh): void;
- /**
- * Attaches the controllers mesh to a camera
- * @param camera the camera the mesh should be attached to
- */
- attachToPoseControlledCamera(camera: TargetCamera): void;
- /**
- * Disposes of the controller
- */
- dispose(): void;
- /**
- * The mesh that is attached to the controller
- */
- readonly mesh: Nullable<AbstractMesh>;
- /**
- * Gets the ray of the controller in the direction the controller is pointing
- * @param length the length the resulting ray should be
- * @returns a ray in the direction the controller is pointing
- */
- getForwardRay(length?: number): Ray;
- }
- }
- declare module BABYLON {
- /**
- * Vive Controller
- */
- class ViveController extends WebVRController {
- /**
- * Base Url for the controller model.
- */
- static MODEL_BASE_URL: string;
- /**
- * File name for the controller model.
- */
- static MODEL_FILENAME: string;
- /**
- * Creates a new ViveController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- /**
- * Fired when the left button on this controller is modified
- */
- readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the right button on this controller is modified
- */
- readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the menu button on this controller is modified
- */
- readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Called once for each button that changed state since the last frame
- * Vive mapping:
- * 0: touchpad
- * 1: trigger
- * 2: left AND right buttons
- * 3: menu button
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- }
- }
- declare module BABYLON {
- /**
- * Defines the WebVRController object that represents controllers tracked in 3D space
- */
- abstract class WebVRController extends PoseEnabledController {
- /**
- * Internal, the default controller model for the controller
- */
- protected _defaultModel: AbstractMesh;
- /**
- * Fired when the trigger state has changed
- */
- onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the main button state has changed
- */
- onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the secondary button state has changed
- */
- onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the pad state has changed
- */
- onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when controllers stick values have changed
- */
- onPadValuesChangedObservable: Observable<StickValues>;
- /**
- * Array of button availible on the controller
- */
- protected _buttons: Array<MutableGamepadButton>;
- private _onButtonStateChange;
- /**
- * Fired when a controller button's state has changed
- * @param callback the callback containing the button that was modified
- */
- onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
- /**
- * X and Y axis corrisponding to the controllers joystick
- */
- pad: StickValues;
- /**
- * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
- */
- hand: string;
- /**
- * The default controller model for the controller
- */
- readonly defaultModel: AbstractMesh;
- /**
- * Creates a new WebVRController from a gamepad
- * @param vrGamepad the gamepad that the WebVRController should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Updates the state of the controller and mesh based on the current position and rotation of the controller
- */
- update(): void;
- /**
- * Function to be called when a button is modified
- */
- protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- /**
- * Loads a mesh and attaches it to the controller
- * @param scene the scene the mesh should be added to
- * @param meshLoaded callback for when the mesh has been loaded
- */
- abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
- private _setButtonValue;
- private _changes;
- private _checkChanges;
- /**
- * Disposes of th webVRCOntroller
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Defines the WindowsMotionController object that the state of the windows motion controller
- */
- class WindowsMotionController extends WebVRController {
- /**
- * The base url used to load the left and right controller models
- */
- static MODEL_BASE_URL: string;
- /**
- * The name of the left controller model file
- */
- static MODEL_LEFT_FILENAME: string;
- /**
- * The name of the right controller model file
- */
- static MODEL_RIGHT_FILENAME: string;
- /**
- * The controller name prefix for this controller type
- */
- static readonly GAMEPAD_ID_PREFIX: string;
- /**
- * The controller id pattern for this controller type
- */
- private static readonly GAMEPAD_ID_PATTERN;
- private _loadedMeshInfo;
- private readonly _mapping;
- /**
- * Fired when the trackpad on this controller is clicked
- */
- onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the trackpad on this controller is modified
- */
- onTrackpadValuesChangedObservable: Observable<StickValues>;
- /**
- * The current x and y values of this controller's trackpad
- */
- trackpad: StickValues;
- /**
- * Creates a new WindowsMotionController from a gamepad
- * @param vrGamepad the gamepad that the controller should be created from
- */
- constructor(vrGamepad: any);
- /**
- * Fired when the trigger on this controller is modified
- */
- readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the menu button on this controller is modified
- */
- readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the grip button on this controller is modified
- */
- readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the thumbstick button on this controller is modified
- */
- readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the touchpad button on this controller is modified
- */
- readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
- /**
- * Fired when the touchpad values on this controller are modified
- */
- readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
- private _updateTrackpad;
- /**
- * Called once per frame by the engine.
- */
- update(): void;
- /**
- * Called once for each button that changed state since the last frame
- * @param buttonIdx Which button index changed
- * @param state New state of the button
- * @param changes Which properties on the state changed since last frame
- */
- protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
- /**
- * Moves the buttons on the controller mesh based on their current state
- * @param buttonName the name of the button to move
- * @param buttonValue the value of the button which determines the buttons new position
- */
- protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
- /**
- * Moves the axis on the controller mesh based on its current state
- * @param axis the index of the axis
- * @param axisValue the value of the axis which determines the meshes new position
- * @hidden
- */
- protected _lerpAxisTransform(axis: number, axisValue: number): void;
- /**
- * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
- * @param scene scene in which to add meshes
- * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
- */
- initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
- /**
- * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
- * can be transformed by button presses and axes values, based on this._mapping.
- *
- * @param scene scene in which the meshes exist
- * @param meshes list of meshes that make up the controller model to process
- * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
- */
- private processModel;
- private createMeshInfo;
- /**
- * Gets the ray of the controller in the direction the controller is pointing
- * @param length the length the resulting ray should be
- * @returns a ray in the direction the controller is pointing
- */
- getForwardRay(length?: number): Ray;
- /**
- * Disposes of the controller
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Interface to implement to create a shadow generator compatible with BJS.
- */
- interface IShadowGenerator {
- /**
- * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
- * @returns The render target texture if present otherwise, null
- */
- getShadowMap(): Nullable<RenderTargetTexture>;
- /**
- * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
- * @returns The render target texture if the shadow map is present otherwise, null
- */
- getShadowMapForRendering(): Nullable<RenderTargetTexture>;
- /**
- * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
- * @param subMesh The submesh we want to render in the shadow map
- * @param useInstances Defines wether will draw in the map using instances
- * @returns true if ready otherwise, false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Prepare all the defines in a material relying on a shadow map at the specified light index.
- * @param defines Defines of the material we want to update
- * @param lightIndex Index of the light in the enabled light list of the material
- */
- prepareDefines(defines: MaterialDefines, lightIndex: number): void;
- /**
- * Binds the shadow related information inside of an effect (information like near, far, darkness...
- * defined in the generator but impacting the effect).
- * It implies the unifroms available on the materials are the standard BJS ones.
- * @param lightIndex Index of the light in the enabled light list of the material owning the effect
- * @param effect The effect we are binfing the information for
- */
- bindShadowLight(lightIndex: string, effect: Effect): void;
- /**
- * Gets the transformation matrix used to project the meshes into the map from the light point of view.
- * (eq to shadow prjection matrix * light transform matrix)
- * @returns The transform matrix used to create the shadow map
- */
- getTransformMatrix(): Matrix;
- /**
- * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
- * Cube and 2D textures for instance.
- */
- recreateShadowMap(): void;
- /**
- * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
- * @param onCompiled Callback triggered at the and of the effects compilation
- * @param options Sets of optional options forcing the compilation with different modes
- */
- forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
- useInstances: boolean;
- }>): void;
- /**
- * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
- * @param options Sets of optional options forcing the compilation with different modes
- * @returns A promise that resolves when the compilation completes
- */
- forceCompilationAsync(options?: Partial<{
- useInstances: boolean;
- }>): Promise<void>;
- /**
- * Serializes the shadow generator setup to a json object.
- * @returns The serialized JSON object
- */
- serialize(): any;
- /**
- * Disposes the Shadow map and related Textures and effects.
- */
- dispose(): void;
- }
- /**
- * Default implementation IShadowGenerator.
- * This is the main object responsible of generating shadows in the framework.
- * Documentation: https://doc.babylonjs.com/babylon101/shadows
- */
- class ShadowGenerator implements IShadowGenerator {
- /**
- * Shadow generator mode None: no filtering applied.
- */
- static readonly FILTER_NONE: number;
- /**
- * Shadow generator mode ESM: Exponential Shadow Mapping.
- * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
- */
- static readonly FILTER_EXPONENTIALSHADOWMAP: number;
- /**
- * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
- * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
- */
- static readonly FILTER_POISSONSAMPLING: number;
- /**
- * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
- * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
- */
- static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
- /**
- * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
- * edge artifacts on steep falloff.
- * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
- */
- static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
- /**
- * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
- * edge artifacts on steep falloff.
- * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
- */
- static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
- /**
- * Shadow generator mode PCF: Percentage Closer Filtering
- * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
- * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
- */
- static readonly FILTER_PCF: number;
- /**
- * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
- * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
- * Contact Hardening
- */
- static readonly FILTER_PCSS: number;
- /**
- * Reserved for PCF and PCSS
- * Highest Quality.
- *
- * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
- *
- * Execute PCSS with 32 taps blocker search and 64 taps PCF.
- */
- static readonly QUALITY_HIGH: number;
- /**
- * Reserved for PCF and PCSS
- * Good tradeoff for quality/perf cross devices
- *
- * Execute PCF on a 3*3 kernel.
- *
- * Execute PCSS with 16 taps blocker search and 32 taps PCF.
- */
- static readonly QUALITY_MEDIUM: number;
- /**
- * Reserved for PCF and PCSS
- * The lowest quality but the fastest.
- *
- * Execute PCF on a 1*1 kernel.
- *
- * Execute PCSS with 16 taps blocker search and 16 taps PCF.
- */
- static readonly QUALITY_LOW: number;
- private _bias;
- /**
- * Gets the bias: offset applied on the depth preventing acnea (in light direction).
- */
- /**
- * Sets the bias: offset applied on the depth preventing acnea (in light direction).
- */
- bias: number;
- private _normalBias;
- /**
- * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
- */
- /**
- * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
- */
- normalBias: number;
- private _blurBoxOffset;
- /**
- * Gets the blur box offset: offset applied during the blur pass.
- * Only usefull if useKernelBlur = false
- */
- /**
- * Sets the blur box offset: offset applied during the blur pass.
- * Only usefull if useKernelBlur = false
- */
- blurBoxOffset: number;
- private _blurScale;
- /**
- * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
- * 2 means half of the size.
- */
- /**
- * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
- * 2 means half of the size.
- */
- blurScale: number;
- private _blurKernel;
- /**
- * Gets the blur kernel: kernel size of the blur pass.
- * Only usefull if useKernelBlur = true
- */
- /**
- * Sets the blur kernel: kernel size of the blur pass.
- * Only usefull if useKernelBlur = true
- */
- blurKernel: number;
- private _useKernelBlur;
- /**
- * Gets whether the blur pass is a kernel blur (if true) or box blur.
- * Only usefull in filtered mode (useBlurExponentialShadowMap...)
- */
- /**
- * Sets whether the blur pass is a kernel blur (if true) or box blur.
- * Only usefull in filtered mode (useBlurExponentialShadowMap...)
- */
- useKernelBlur: boolean;
- private _depthScale;
- /**
- * Gets the depth scale used in ESM mode.
- */
- /**
- * Sets the depth scale used in ESM mode.
- * This can override the scale stored on the light.
- */
- depthScale: number;
- private _filter;
- /**
- * Gets the current mode of the shadow generator (normal, PCF, ESM...).
- * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
- */
- /**
- * Sets the current mode of the shadow generator (normal, PCF, ESM...).
- * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
- */
- filter: number;
- /**
- * Gets if the current filter is set to Poisson Sampling.
- */
- /**
- * Sets the current filter to Poisson Sampling.
- */
- usePoissonSampling: boolean;
- /**
- * Gets if the current filter is set to VSM.
- * DEPRECATED. Should use useExponentialShadowMap instead.
- */
- /**
- * Sets the current filter is to VSM.
- * DEPRECATED. Should use useExponentialShadowMap instead.
- */
- useVarianceShadowMap: boolean;
- /**
- * Gets if the current filter is set to blurred VSM.
- * DEPRECATED. Should use useBlurExponentialShadowMap instead.
- */
- /**
- * Sets the current filter is to blurred VSM.
- * DEPRECATED. Should use useBlurExponentialShadowMap instead.
- */
- useBlurVarianceShadowMap: boolean;
- /**
- * Gets if the current filter is set to ESM.
- */
- /**
- * Sets the current filter is to ESM.
- */
- useExponentialShadowMap: boolean;
- /**
- * Gets if the current filter is set to filtered ESM.
- */
- /**
- * Gets if the current filter is set to filtered ESM.
- */
- useBlurExponentialShadowMap: boolean;
- /**
- * Gets if the current filter is set to "close ESM" (using the inverse of the
- * exponential to prevent steep falloff artifacts).
- */
- /**
- * Sets the current filter to "close ESM" (using the inverse of the
- * exponential to prevent steep falloff artifacts).
- */
- useCloseExponentialShadowMap: boolean;
- /**
- * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
- * exponential to prevent steep falloff artifacts).
- */
- /**
- * Sets the current filter to filtered "close ESM" (using the inverse of the
- * exponential to prevent steep falloff artifacts).
- */
- useBlurCloseExponentialShadowMap: boolean;
- /**
- * Gets if the current filter is set to "PCF" (percentage closer filtering).
- */
- /**
- * Sets the current filter to "PCF" (percentage closer filtering).
- */
- usePercentageCloserFiltering: boolean;
- private _filteringQuality;
- /**
- * Gets the PCF or PCSS Quality.
- * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
- */
- /**
- * Sets the PCF or PCSS Quality.
- * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
- */
- filteringQuality: number;
- /**
- * Gets if the current filter is set to "PCSS" (contact hardening).
- */
- /**
- * Sets the current filter to "PCSS" (contact hardening).
- */
- useContactHardeningShadow: boolean;
- private _contactHardeningLightSizeUVRatio;
- /**
- * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
- * Using a ratio helps keeping shape stability independently of the map size.
- *
- * It does not account for the light projection as it was having too much
- * instability during the light setup or during light position changes.
- *
- * Only valid if useContactHardeningShadow is true.
- */
- /**
- * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
- * Using a ratio helps keeping shape stability independently of the map size.
- *
- * It does not account for the light projection as it was having too much
- * instability during the light setup or during light position changes.
- *
- * Only valid if useContactHardeningShadow is true.
- */
- contactHardeningLightSizeUVRatio: number;
- private _darkness;
- /**
- * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
- * 0 means strongest and 1 would means no shadow.
- * @returns the darkness.
- */
- getDarkness(): number;
- /**
- * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
- * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
- * @returns the shadow generator allowing fluent coding.
- */
- setDarkness(darkness: number): ShadowGenerator;
- private _transparencyShadow;
- /**
- * Sets the ability to have transparent shadow (boolean).
- * @param transparent True if transparent else False
- * @returns the shadow generator allowing fluent coding
- */
- setTransparencyShadow(transparent: boolean): ShadowGenerator;
- private _shadowMap;
- private _shadowMap2;
- /**
- * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
- * @returns The render target texture if present otherwise, null
- */
- getShadowMap(): Nullable<RenderTargetTexture>;
- /**
- * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
- * @returns The render target texture if the shadow map is present otherwise, null
- */
- getShadowMapForRendering(): Nullable<RenderTargetTexture>;
- /**
- * Helper function to add a mesh and its descendants to the list of shadow casters.
- * @param mesh Mesh to add
- * @param includeDescendants boolean indicating if the descendants should be added. Default to true
- * @returns the Shadow Generator itself
- */
- addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
- /**
- * Helper function to remove a mesh and its descendants from the list of shadow casters
- * @param mesh Mesh to remove
- * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
- * @returns the Shadow Generator itself
- */
- removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
- /**
- * Controls the extent to which the shadows fade out at the edge of the frustum
- * Used only by directionals and spots
- */
- frustumEdgeFalloff: number;
- private _light;
- /**
- * Returns the associated light object.
- * @returns the light generating the shadow
- */
- getLight(): IShadowLight;
- /**
- * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
- * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
- * It might on the other hand introduce peter panning.
- */
- forceBackFacesOnly: boolean;
- private _scene;
- private _lightDirection;
- private _effect;
- private _viewMatrix;
- private _projectionMatrix;
- private _transformMatrix;
- private _cachedPosition;
- private _cachedDirection;
- private _cachedDefines;
- private _currentRenderID;
- private _boxBlurPostprocess;
- private _kernelBlurXPostprocess;
- private _kernelBlurYPostprocess;
- private _blurPostProcesses;
- private _mapSize;
- private _currentFaceIndex;
- private _currentFaceIndexCache;
- private _textureType;
- private _defaultTextureMatrix;
- /**
- * Creates a ShadowGenerator object.
- * A ShadowGenerator is the required tool to use the shadows.
- * Each light casting shadows needs to use its own ShadowGenerator.
- * Documentation : http://doc.babylonjs.com/tutorials/shadows
- * @param mapSize The size of the texture what stores the shadows. Example : 1024.
- * @param light The light object generating the shadows.
- * @param useFullFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
- */
- constructor(mapSize: number, light: IShadowLight, useFullFloatFirst?: boolean);
- private _initializeGenerator;
- private _initializeShadowMap;
- private _initializeBlurRTTAndPostProcesses;
- private _renderForShadowMap;
- private _renderSubMeshForShadowMap;
- private _applyFilterValues;
- /**
- * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
- * @param onCompiled Callback triggered at the and of the effects compilation
- * @param options Sets of optional options forcing the compilation with different modes
- */
- forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
- useInstances: boolean;
- }>): void;
- /**
- * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
- * @param options Sets of optional options forcing the compilation with different modes
- * @returns A promise that resolves when the compilation completes
- */
- forceCompilationAsync(options?: Partial<{
- useInstances: boolean;
- }>): Promise<void>;
- /**
- * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
- * @param subMesh The submesh we want to render in the shadow map
- * @param useInstances Defines wether will draw in the map using instances
- * @returns true if ready otherwise, false
- */
- isReady(subMesh: SubMesh, useInstances: boolean): boolean;
- /**
- * Prepare all the defines in a material relying on a shadow map at the specified light index.
- * @param defines Defines of the material we want to update
- * @param lightIndex Index of the light in the enabled light list of the material
- */
- prepareDefines(defines: any, lightIndex: number): void;
- /**
- * Binds the shadow related information inside of an effect (information like near, far, darkness...
- * defined in the generator but impacting the effect).
- * @param lightIndex Index of the light in the enabled light list of the material owning the effect
- * @param effect The effect we are binfing the information for
- */
- bindShadowLight(lightIndex: string, effect: Effect): void;
- /**
- * Gets the transformation matrix used to project the meshes into the map from the light point of view.
- * (eq to shadow prjection matrix * light transform matrix)
- * @returns The transform matrix used to create the shadow map
- */
- getTransformMatrix(): Matrix;
- /**
- * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
- * Cube and 2D textures for instance.
- */
- recreateShadowMap(): void;
- private _disposeBlurPostProcesses;
- private _disposeRTTandPostProcesses;
- /**
- * Disposes the ShadowGenerator.
- * Returns nothing.
- */
- dispose(): void;
- /**
- * Serializes the shadow generator setup to a json object.
- * @returns The serialized JSON object
- */
- serialize(): any;
- /**
- * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
- * @param parsedShadowGenerator The JSON object to parse
- * @param scene The scene to create the shadow map for
- * @returns The parsed shadow generator
- */
- static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
- }
- }
- declare module BABYLON {
- /**
- * Defines the shadow generator component responsible to manage any shadow generators
- * in a given scene.
- */
- class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Serializes the component data to the specified json object
- * @param serializationObject The object to serialize to
- */
- serialize(serializationObject: any): void;
- /**
- * Adds all the element from the container to the scene
- * @param container the container holding the elements
- */
- addFromContainer(container: AbstractScene): void;
- /**
- * Removes all the elements in the container from the scene
- * @param container contains the elements to remove
- */
- removeFromContainer(container: AbstractScene): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- dispose(): void;
- private _gatherRenderTargets;
- }
- }
- declare module BABYLON {
- }
- declare module BABYLON {
- /**
- * Background material used to create an efficient environement around your scene.
- */
- class BackgroundMaterial extends PushMaterial {
- /**
- * Standard reflectance value at parallel view angle.
- */
- static StandardReflectance0: number;
- /**
- * Standard reflectance value at grazing angle.
- */
- static StandardReflectance90: number;
- protected _primaryColor: Color3;
- /**
- * Key light Color (multiply against the environement texture)
- */
- primaryColor: Color3;
- protected __perceptualColor: Nullable<Color3>;
- /**
- * Experimental Internal Use Only.
- *
- * Key light Color in "perceptual value" meaning the color you would like to see on screen.
- * This acts as a helper to set the primary color to a more "human friendly" value.
- * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
- * output color as close as possible from the chosen value.
- * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
- * part of lighting setup.)
- */
- _perceptualColor: Nullable<Color3>;
- protected _primaryColorShadowLevel: float;
- /**
- * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
- * The color opposite to the primary color is used at the level chosen to define what the black area would look.
- */
- primaryColorShadowLevel: float;
- protected _primaryColorHighlightLevel: float;
- /**
- * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
- * The primary color is used at the level chosen to define what the white area would look.
- */
- primaryColorHighlightLevel: float;
- protected _reflectionTexture: Nullable<BaseTexture>;
- /**
- * Reflection Texture used in the material.
- * Should be author in a specific way for the best result (refer to the documentation).
- */
- reflectionTexture: Nullable<BaseTexture>;
- protected _reflectionBlur: float;
- /**
- * Reflection Texture level of blur.
- *
- * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
- * texture twice.
- */
- reflectionBlur: float;
- protected _diffuseTexture: Nullable<BaseTexture>;
- /**
- * Diffuse Texture used in the material.
- * Should be author in a specific way for the best result (refer to the documentation).
- */
- diffuseTexture: Nullable<BaseTexture>;
- protected _shadowLights: Nullable<IShadowLight[]>;
- /**
- * Specify the list of lights casting shadow on the material.
- * All scene shadow lights will be included if null.
- */
- shadowLights: Nullable<IShadowLight[]>;
- protected _shadowLevel: float;
- /**
- * Helps adjusting the shadow to a softer level if required.
- * 0 means black shadows and 1 means no shadows.
- */
- shadowLevel: float;
- protected _sceneCenter: Vector3;
- /**
- * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
- * It is usually zero but might be interesting to modify according to your setup.
- */
- sceneCenter: Vector3;
- protected _opacityFresnel: boolean;
- /**
- * This helps specifying that the material is falling off to the sky box at grazing angle.
- * This helps ensuring a nice transition when the camera goes under the ground.
- */
- opacityFresnel: boolean;
- protected _reflectionFresnel: boolean;
- /**
- * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
- * This helps adding a mirror texture on the ground.
- */
- reflectionFresnel: boolean;
- protected _reflectionFalloffDistance: number;
- /**
- * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
- * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
- */
- reflectionFalloffDistance: number;
- protected _reflectionAmount: number;
- /**
- * This specifies the weight of the reflection against the background in case of reflection Fresnel.
- */
- reflectionAmount: number;
- protected _reflectionReflectance0: number;
- /**
- * This specifies the weight of the reflection at grazing angle.
- */
- reflectionReflectance0: number;
- protected _reflectionReflectance90: number;
- /**
- * This specifies the weight of the reflection at a perpendicular point of view.
- */
- reflectionReflectance90: number;
- /**
- * Sets the reflection reflectance fresnel values according to the default standard
- * empirically know to work well :-)
- */
- reflectionStandardFresnelWeight: number;
- protected _useRGBColor: boolean;
- /**
- * Helps to directly use the maps channels instead of their level.
- */
- useRGBColor: boolean;
- protected _enableNoise: boolean;
- /**
- * This helps reducing the banding effect that could occur on the background.
- */
- enableNoise: boolean;
- /**
- * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
- * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
- * Recommended to be keep at 1.0 except for special cases.
- */
- fovMultiplier: number;
- private _fovMultiplier;
- /**
- * Enable the FOV adjustment feature controlled by fovMultiplier.
- */
- useEquirectangularFOV: boolean;
- private _maxSimultaneousLights;
- /**
- * Number of Simultaneous lights allowed on the material.
- */
- maxSimultaneousLights: int;
- /**
- * Default configuration related to image processing available in the Background Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver;
- /**
- * Attaches a new image processing configuration to the PBR Material.
- * @param configuration (if null the scene configuration will be use)
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- cameraColorCurvesEnabled: boolean;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Gets wether the color grading effect is enabled.
- */
- cameraColorGradingEnabled: boolean;
- /**
- * Gets wether tonemapping is enabled or not.
- */
- /**
- * Sets wether tonemapping is enabled or not
- */
- cameraToneMappingEnabled: boolean;
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- cameraExposure: float;
- /**
- * Gets The camera contrast used on this material.
- */
- /**
- * Sets The camera contrast used on this material.
- */
- cameraContrast: float;
- /**
- * Gets the Color Grading 2D Lookup Texture.
- */
- /**
- * Sets the Color Grading 2D Lookup Texture.
- */
- cameraColorGradingTexture: Nullable<BaseTexture>;
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- cameraColorCurves: Nullable<ColorCurves>;
- /**
- * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
- * Setting this flag to true (not done automatically!) will convert it back to RGB.
- */
- switchToBGR: boolean;
- private _renderTargets;
- private _reflectionControls;
- private _white;
- private _primaryShadowColor;
- private _primaryHighlightColor;
- /**
- * Instantiates a Background Material in the given scene
- * @param name The friendly name of the material
- * @param scene The scene to add the material to
- */
- constructor(name: string, scene: Scene);
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * The entire material has been created in order to prevent overdraw.
- * @returns false
- */
- needAlphaTesting(): boolean;
- /**
- * The entire material has been created in order to prevent overdraw.
- * @returns true if blending is enable
- */
- needAlphaBlending(): boolean;
- /**
- * Checks wether the material is ready to be rendered for a given mesh.
- * @param mesh The mesh to render
- * @param subMesh The submesh to check against
- * @param useInstances Specify wether or not the material is used with instances
- * @returns true if all the dependencies are ready (Textures, Effects...)
- */
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- /**
- * Compute the primary color according to the chosen perceptual color.
- */
- private _computePrimaryColorFromPerceptualColor;
- /**
- * Compute the highlights and shadow colors according to their chosen levels.
- */
- private _computePrimaryColors;
- /**
- * Build the uniform buffer used in the material.
- */
- buildUniformLayout(): void;
- /**
- * Unbind the material.
- */
- unbind(): void;
- /**
- * Bind only the world matrix to the material.
- * @param world The world matrix to bind.
- */
- bindOnlyWorldMatrix(world: Matrix): void;
- /**
- * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
- * @param world The world matrix to bind.
- * @param subMesh The submesh to bind for.
- */
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- /**
- * Dispose the material.
- * @param forceDisposeEffect Force disposal of the associated effect.
- * @param forceDisposeTextures Force disposal of the associated textures.
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- /**
- * Clones the material.
- * @param name The cloned name.
- * @returns The cloned material.
- */
- clone(name: string): BackgroundMaterial;
- /**
- * Serializes the current material to its JSON representation.
- * @returns The JSON representation.
- */
- serialize(): any;
- /**
- * Gets the class name of the material
- * @returns "BackgroundMaterial"
- */
- getClassName(): string;
- /**
- * Parse a JSON input to create back a background material.
- * @param source The JSON data to parse
- * @param scene The scene to create the parsed material in
- * @param rootUrl The root url of the assets the material depends upon
- * @returns the instantiated BackgroundMaterial.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
- }
- }
- declare module BABYLON {
- /**
- * The Physically based material base class of BJS.
- *
- * This offers the main features of a standard PBR material.
- * For more information, please refer to the documentation :
- * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
- */
- abstract class PBRBaseMaterial extends PushMaterial {
- /**
- * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
- */
- static readonly LIGHTFALLOFF_PHYSICAL: number;
- /**
- * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
- * to enhance interoperability with other engines.
- */
- static readonly LIGHTFALLOFF_GLTF: number;
- /**
- * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
- * to enhance interoperability with other materials.
- */
- static readonly LIGHTFALLOFF_STANDARD: number;
- /**
- * Intensity of the direct lights e.g. the four lights available in your scene.
- * This impacts both the direct diffuse and specular highlights.
- */
- protected _directIntensity: number;
- /**
- * Intensity of the emissive part of the material.
- * This helps controlling the emissive effect without modifying the emissive color.
- */
- protected _emissiveIntensity: number;
- /**
- * Intensity of the environment e.g. how much the environment will light the object
- * either through harmonics for rough material or through the refelction for shiny ones.
- */
- protected _environmentIntensity: number;
- /**
- * This is a special control allowing the reduction of the specular highlights coming from the
- * four lights of the scene. Those highlights may not be needed in full environment lighting.
- */
- protected _specularIntensity: number;
- /**
- * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
- */
- private _lightingInfos;
- /**
- * Debug Control allowing disabling the bump map on this material.
- */
- protected _disableBumpMap: boolean;
- /**
- * AKA Diffuse Texture in standard nomenclature.
- */
- protected _albedoTexture: BaseTexture;
- /**
- * AKA Occlusion Texture in other nomenclature.
- */
- protected _ambientTexture: BaseTexture;
- /**
- * AKA Occlusion Texture Intensity in other nomenclature.
- */
- protected _ambientTextureStrength: number;
- /**
- * Defines how much the AO map is occluding the analytical lights (point spot...).
- * 1 means it completely occludes it
- * 0 mean it has no impact
- */
- protected _ambientTextureImpactOnAnalyticalLights: number;
- /**
- * Stores the alpha values in a texture.
- */
- protected _opacityTexture: BaseTexture;
- /**
- * Stores the reflection values in a texture.
- */
- protected _reflectionTexture: BaseTexture;
- /**
- * Stores the refraction values in a texture.
- */
- protected _refractionTexture: BaseTexture;
- /**
- * Stores the emissive values in a texture.
- */
- protected _emissiveTexture: BaseTexture;
- /**
- * AKA Specular texture in other nomenclature.
- */
- protected _reflectivityTexture: BaseTexture;
- /**
- * Used to switch from specular/glossiness to metallic/roughness workflow.
- */
- protected _metallicTexture: BaseTexture;
- /**
- * Specifies the metallic scalar of the metallic/roughness workflow.
- * Can also be used to scale the metalness values of the metallic texture.
- */
- protected _metallic: Nullable<number>;
- /**
- * Specifies the roughness scalar of the metallic/roughness workflow.
- * Can also be used to scale the roughness values of the metallic texture.
- */
- protected _roughness: Nullable<number>;
- /**
- * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
- * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
- */
- protected _microSurfaceTexture: BaseTexture;
- /**
- * Stores surface normal data used to displace a mesh in a texture.
- */
- protected _bumpTexture: BaseTexture;
- /**
- * Stores the pre-calculated light information of a mesh in a texture.
- */
- protected _lightmapTexture: BaseTexture;
- /**
- * The color of a material in ambient lighting.
- */
- protected _ambientColor: Color3;
- /**
- * AKA Diffuse Color in other nomenclature.
- */
- protected _albedoColor: Color3;
- /**
- * AKA Specular Color in other nomenclature.
- */
- protected _reflectivityColor: Color3;
- /**
- * The color applied when light is reflected from a material.
- */
- protected _reflectionColor: Color3;
- /**
- * The color applied when light is emitted from a material.
- */
- protected _emissiveColor: Color3;
- /**
- * AKA Glossiness in other nomenclature.
- */
- protected _microSurface: number;
- /**
- * source material index of refraction (IOR)' / 'destination material IOR.
- */
- protected _indexOfRefraction: number;
- /**
- * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
- */
- protected _invertRefractionY: boolean;
- /**
- * This parameters will make the material used its opacity to control how much it is refracting aginst not.
- * Materials half opaque for instance using refraction could benefit from this control.
- */
- protected _linkRefractionWithTransparency: boolean;
- /**
- * Specifies that the material will use the light map as a show map.
- */
- protected _useLightmapAsShadowmap: boolean;
- /**
- * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
- * makes the reflect vector face the model (under horizon).
- */
- protected _useHorizonOcclusion: boolean;
- /**
- * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
- * too much the area relying on ambient texture to define their ambient occlusion.
- */
- protected _useRadianceOcclusion: boolean;
- /**
- * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
- */
- protected _useAlphaFromAlbedoTexture: boolean;
- /**
- * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
- */
- protected _useSpecularOverAlpha: boolean;
- /**
- * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
- */
- protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
- /**
- * Specifies if the metallic texture contains the roughness information in its alpha channel.
- */
- protected _useRoughnessFromMetallicTextureAlpha: boolean;
- /**
- * Specifies if the metallic texture contains the roughness information in its green channel.
- */
- protected _useRoughnessFromMetallicTextureGreen: boolean;
- /**
- * Specifies if the metallic texture contains the metallness information in its blue channel.
- */
- protected _useMetallnessFromMetallicTextureBlue: boolean;
- /**
- * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
- */
- protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
- /**
- * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
- */
- protected _useAmbientInGrayScale: boolean;
- /**
- * In case the reflectivity map does not contain the microsurface information in its alpha channel,
- * The material will try to infer what glossiness each pixel should be.
- */
- protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
- /**
- * Defines the falloff type used in this material.
- * It by default is Physical.
- */
- protected _lightFalloff: number;
- /**
- * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
- */
- protected _useRadianceOverAlpha: boolean;
- /**
- * Allows using an object space normal map (instead of tangent space).
- */
- protected _useObjectSpaceNormalMap: boolean;
- /**
- * Allows using the bump map in parallax mode.
- */
- protected _useParallax: boolean;
- /**
- * Allows using the bump map in parallax occlusion mode.
- */
- protected _useParallaxOcclusion: boolean;
- /**
- * Controls the scale bias of the parallax mode.
- */
- protected _parallaxScaleBias: number;
- /**
- * If sets to true, disables all the lights affecting the material.
- */
- protected _disableLighting: boolean;
- /**
- * Number of Simultaneous lights allowed on the material.
- */
- protected _maxSimultaneousLights: number;
- /**
- * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
- */
- protected _invertNormalMapX: boolean;
- /**
- * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
- */
- protected _invertNormalMapY: boolean;
- /**
- * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
- */
- protected _twoSidedLighting: boolean;
- /**
- * Defines the alpha limits in alpha test mode.
- */
- protected _alphaCutOff: number;
- /**
- * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
- */
- protected _forceAlphaTest: boolean;
- /**
- * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
- * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
- */
- protected _useAlphaFresnel: boolean;
- /**
- * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
- * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
- */
- protected _useLinearAlphaFresnel: boolean;
- /**
- * The transparency mode of the material.
- */
- protected _transparencyMode: Nullable<number>;
- /**
- * Specifies the environment BRDF texture used to comput the scale and offset roughness values
- * from cos thetav and roughness:
- * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
- */
- protected _environmentBRDFTexture: Nullable<BaseTexture>;
- /**
- * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
- */
- protected _forceIrradianceInFragment: boolean;
- /**
- * Force normal to face away from face.
- */
- protected _forceNormalForward: boolean;
- /**
- * Enables specular anti aliasing in the PBR shader.
- * It will both interacts on the Geometry for analytical and IBL lighting.
- * It also prefilter the roughness map based on the bump values.
- */
- protected _enableSpecularAntiAliasing: boolean;
- /**
- * Default configuration related to image processing available in the PBR Material.
- */
- protected _imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Keep track of the image processing observer to allow dispose and replace.
- */
- private _imageProcessingObserver;
- /**
- * Attaches a new image processing configuration to the PBR Material.
- * @param configuration
- */
- protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
- /**
- * Stores the available render targets.
- */
- private _renderTargets;
- /**
- * Sets the global ambient color for the material used in lighting calculations.
- */
- private _globalAmbientColor;
- /**
- * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
- */
- private _useLogarithmicDepth;
- /**
- * If set to true, no lighting calculations will be applied.
- */
- private _unlit;
- /**
- * Instantiates a new PBRMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene: Scene);
- /**
- * Gets a boolean indicating that current material needs to register RTT
- */
- readonly hasRenderTargetTextures: boolean;
- /**
- * Gets the name of the material class.
- */
- getClassName(): string;
- /**
- * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
- */
- /**
- * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
- */
- useLogarithmicDepth: boolean;
- /**
- * Gets the current transparency mode.
- */
- /**
- * Sets the transparency mode of the material.
- *
- * | Value | Type | Description |
- * | ----- | ----------------------------------- | ----------- |
- * | 0 | OPAQUE | |
- * | 1 | ALPHATEST | |
- * | 2 | ALPHABLEND | |
- * | 3 | ALPHATESTANDBLEND | |
- *
- */
- transparencyMode: Nullable<number>;
- /**
- * Returns true if alpha blending should be disabled.
- */
- private readonly _disableAlphaBlending;
- /**
- * Specifies whether or not this material should be rendered in alpha blend mode.
- */
- needAlphaBlending(): boolean;
- /**
- * Specifies if the mesh will require alpha blending.
- * @param mesh - BJS mesh.
- */
- needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
- /**
- * Specifies whether or not this material should be rendered in alpha test mode.
- */
- needAlphaTesting(): boolean;
- /**
- * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
- */
- protected _shouldUseAlphaFromAlbedoTexture(): boolean;
- /**
- * Gets the texture used for the alpha test.
- */
- getAlphaTestTexture(): BaseTexture;
- /**
- * Stores the reflectivity values based on metallic roughness workflow.
- */
- private static _scaledReflectivity;
- /**
- * Specifies that the submesh is ready to be used.
- * @param mesh - BJS mesh.
- * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
- * @param useInstances - Specifies that instances should be used.
- * @returns - boolean indicating that the submesh is ready or not.
- */
- isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
- /**
- * Specifies if the material uses metallic roughness workflow.
- * @returns boolean specifiying if the material uses metallic roughness workflow.
- */
- isMetallicWorkflow(): boolean;
- private _prepareEffect;
- private _prepareDefines;
- /**
- * Force shader compilation
- */
- forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<{
- clipPlane: boolean;
- }>): void;
- /**
- * Initializes the uniform buffer layout for the shader.
- */
- buildUniformLayout(): void;
- /**
- * Unbinds the textures.
- */
- unbind(): void;
- /**
- * Binds the submesh data.
- * @param world - The world matrix.
- * @param mesh - The BJS mesh.
- * @param subMesh - A submesh of the BJS mesh.
- */
- bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
- /**
- * Returns the animatable textures.
- * @returns - Array of animatable textures.
- */
- getAnimatables(): IAnimatable[];
- /**
- * Returns the texture used for reflections.
- * @returns - Reflection texture if present. Otherwise, returns the environment texture.
- */
- private _getReflectionTexture;
- /**
- * Returns the texture used for refraction or null if none is used.
- * @returns - Refection texture if present. If no refraction texture and refraction
- * is linked with transparency, returns environment texture. Otherwise, returns null.
- */
- private _getRefractionTexture;
- /**
- * Disposes the resources of the material.
- * @param forceDisposeEffect - Forces the disposal of effects.
- * @param forceDisposeTextures - Forces the disposal of all textures.
- */
- dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
- }
- }
- declare module BABYLON {
- /**
- * The Physically based simple base material of BJS.
- *
- * This enables better naming and convention enforcements on top of the pbrMaterial.
- * It is used as the base class for both the specGloss and metalRough conventions.
- */
- abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
- /**
- * Number of Simultaneous lights allowed on the material.
- */
- maxSimultaneousLights: number;
- /**
- * If sets to true, disables all the lights affecting the material.
- */
- disableLighting: boolean;
- /**
- * Environment Texture used in the material (this is use for both reflection and environment lighting).
- */
- environmentTexture: BaseTexture;
- /**
- * If sets to true, x component of normal map value will invert (x = 1.0 - x).
- */
- invertNormalMapX: boolean;
- /**
- * If sets to true, y component of normal map value will invert (y = 1.0 - y).
- */
- invertNormalMapY: boolean;
- /**
- * Normal map used in the model.
- */
- normalTexture: BaseTexture;
- /**
- * Emissivie color used to self-illuminate the model.
- */
- emissiveColor: Color3;
- /**
- * Emissivie texture used to self-illuminate the model.
- */
- emissiveTexture: BaseTexture;
- /**
- * Occlusion Channel Strenght.
- */
- occlusionStrength: number;
- /**
- * Occlusion Texture of the material (adding extra occlusion effects).
- */
- occlusionTexture: BaseTexture;
- /**
- * Defines the alpha limits in alpha test mode.
- */
- alphaCutOff: number;
- /**
- * Gets the current double sided mode.
- */
- /**
- * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
- */
- doubleSided: boolean;
- /**
- * Stores the pre-calculated light information of a mesh in a texture.
- */
- lightmapTexture: BaseTexture;
- /**
- * If true, the light map contains occlusion information instead of lighting info.
- */
- useLightmapAsShadowmap: boolean;
- /**
- * Return the active textures of the material.
- */
- getActiveTextures(): BaseTexture[];
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Instantiates a new PBRMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene: Scene);
- getClassName(): string;
- }
- }
- declare module BABYLON {
- /**
- * The Physically based material of BJS.
- *
- * This offers the main features of a standard PBR material.
- * For more information, please refer to the documentation :
- * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
- */
- class PBRMaterial extends PBRBaseMaterial {
- /**
- * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
- */
- static readonly PBRMATERIAL_OPAQUE: number;
- /**
- * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
- */
- static readonly PBRMATERIAL_ALPHATEST: number;
- /**
- * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
- */
- static readonly PBRMATERIAL_ALPHABLEND: number;
- /**
- * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
- * They are also discarded below the alpha cutoff threshold to improve performances.
- */
- static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
- /**
- * Defines the default value of how much AO map is occluding the analytical lights
- * (point spot...).
- */
- static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
- /**
- * Intensity of the direct lights e.g. the four lights available in your scene.
- * This impacts both the direct diffuse and specular highlights.
- */
- directIntensity: number;
- /**
- * Intensity of the emissive part of the material.
- * This helps controlling the emissive effect without modifying the emissive color.
- */
- emissiveIntensity: number;
- /**
- * Intensity of the environment e.g. how much the environment will light the object
- * either through harmonics for rough material or through the refelction for shiny ones.
- */
- environmentIntensity: number;
- /**
- * This is a special control allowing the reduction of the specular highlights coming from the
- * four lights of the scene. Those highlights may not be needed in full environment lighting.
- */
- specularIntensity: number;
- /**
- * Debug Control allowing disabling the bump map on this material.
- */
- disableBumpMap: boolean;
- /**
- * AKA Diffuse Texture in standard nomenclature.
- */
- albedoTexture: BaseTexture;
- /**
- * AKA Occlusion Texture in other nomenclature.
- */
- ambientTexture: BaseTexture;
- /**
- * AKA Occlusion Texture Intensity in other nomenclature.
- */
- ambientTextureStrength: number;
- /**
- * Defines how much the AO map is occluding the analytical lights (point spot...).
- * 1 means it completely occludes it
- * 0 mean it has no impact
- */
- ambientTextureImpactOnAnalyticalLights: number;
- /**
- * Stores the alpha values in a texture.
- */
- opacityTexture: BaseTexture;
- /**
- * Stores the reflection values in a texture.
- */
- reflectionTexture: Nullable<BaseTexture>;
- /**
- * Stores the emissive values in a texture.
- */
- emissiveTexture: BaseTexture;
- /**
- * AKA Specular texture in other nomenclature.
- */
- reflectivityTexture: BaseTexture;
- /**
- * Used to switch from specular/glossiness to metallic/roughness workflow.
- */
- metallicTexture: BaseTexture;
- /**
- * Specifies the metallic scalar of the metallic/roughness workflow.
- * Can also be used to scale the metalness values of the metallic texture.
- */
- metallic: Nullable<number>;
- /**
- * Specifies the roughness scalar of the metallic/roughness workflow.
- * Can also be used to scale the roughness values of the metallic texture.
- */
- roughness: Nullable<number>;
- /**
- * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
- * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
- */
- microSurfaceTexture: BaseTexture;
- /**
- * Stores surface normal data used to displace a mesh in a texture.
- */
- bumpTexture: BaseTexture;
- /**
- * Stores the pre-calculated light information of a mesh in a texture.
- */
- lightmapTexture: BaseTexture;
- /**
- * Stores the refracted light information in a texture.
- */
- refractionTexture: BaseTexture;
- /**
- * The color of a material in ambient lighting.
- */
- ambientColor: Color3;
- /**
- * AKA Diffuse Color in other nomenclature.
- */
- albedoColor: Color3;
- /**
- * AKA Specular Color in other nomenclature.
- */
- reflectivityColor: Color3;
- /**
- * The color reflected from the material.
- */
- reflectionColor: Color3;
- /**
- * The color emitted from the material.
- */
- emissiveColor: Color3;
- /**
- * AKA Glossiness in other nomenclature.
- */
- microSurface: number;
- /**
- * source material index of refraction (IOR)' / 'destination material IOR.
- */
- indexOfRefraction: number;
- /**
- * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
- */
- invertRefractionY: boolean;
- /**
- * This parameters will make the material used its opacity to control how much it is refracting aginst not.
- * Materials half opaque for instance using refraction could benefit from this control.
- */
- linkRefractionWithTransparency: boolean;
- /**
- * If true, the light map contains occlusion information instead of lighting info.
- */
- useLightmapAsShadowmap: boolean;
- /**
- * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
- */
- useAlphaFromAlbedoTexture: boolean;
- /**
- * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
- */
- forceAlphaTest: boolean;
- /**
- * Defines the alpha limits in alpha test mode.
- */
- alphaCutOff: number;
- /**
- * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
- */
- useSpecularOverAlpha: boolean;
- /**
- * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
- */
- useMicroSurfaceFromReflectivityMapAlpha: boolean;
- /**
- * Specifies if the metallic texture contains the roughness information in its alpha channel.
- */
- useRoughnessFromMetallicTextureAlpha: boolean;
- /**
- * Specifies if the metallic texture contains the roughness information in its green channel.
- */
- useRoughnessFromMetallicTextureGreen: boolean;
- /**
- * Specifies if the metallic texture contains the metallness information in its blue channel.
- */
- useMetallnessFromMetallicTextureBlue: boolean;
- /**
- * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
- */
- useAmbientOcclusionFromMetallicTextureRed: boolean;
- /**
- * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
- */
- useAmbientInGrayScale: boolean;
- /**
- * In case the reflectivity map does not contain the microsurface information in its alpha channel,
- * The material will try to infer what glossiness each pixel should be.
- */
- useAutoMicroSurfaceFromReflectivityMap: boolean;
- /**
- * BJS is using an harcoded light falloff based on a manually sets up range.
- * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
- * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
- */
- /**
- * BJS is using an harcoded light falloff based on a manually sets up range.
- * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
- * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
- */
- usePhysicalLightFalloff: boolean;
- /**
- * In order to support the falloff compatibility with gltf, a special mode has been added
- * to reproduce the gltf light falloff.
- */
- /**
- * In order to support the falloff compatibility with gltf, a special mode has been added
- * to reproduce the gltf light falloff.
- */
- useGLTFLightFalloff: boolean;
- /**
- * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
- * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
- */
- useRadianceOverAlpha: boolean;
- /**
- * Allows using an object space normal map (instead of tangent space).
- */
- useObjectSpaceNormalMap: boolean;
- /**
- * Allows using the bump map in parallax mode.
- */
- useParallax: boolean;
- /**
- * Allows using the bump map in parallax occlusion mode.
- */
- useParallaxOcclusion: boolean;
- /**
- * Controls the scale bias of the parallax mode.
- */
- parallaxScaleBias: number;
- /**
- * If sets to true, disables all the lights affecting the material.
- */
- disableLighting: boolean;
- /**
- * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
- */
- forceIrradianceInFragment: boolean;
- /**
- * Number of Simultaneous lights allowed on the material.
- */
- maxSimultaneousLights: number;
- /**
- * If sets to true, x component of normal map value will invert (x = 1.0 - x).
- */
- invertNormalMapX: boolean;
- /**
- * If sets to true, y component of normal map value will invert (y = 1.0 - y).
- */
- invertNormalMapY: boolean;
- /**
- * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
- */
- twoSidedLighting: boolean;
- /**
- * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
- * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
- */
- useAlphaFresnel: boolean;
- /**
- * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
- * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
- */
- useLinearAlphaFresnel: boolean;
- /**
- * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
- * And/Or occlude the blended part.
- */
- environmentBRDFTexture: Nullable<BaseTexture>;
- /**
- * Force normal to face away from face.
- */
- forceNormalForward: boolean;
- /**
- * Enables specular anti aliasing in the PBR shader.
- * It will both interacts on the Geometry for analytical and IBL lighting.
- * It also prefilter the roughness map based on the bump values.
- */
- enableSpecularAntiAliasing: boolean;
- /**
- * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
- * makes the reflect vector face the model (under horizon).
- */
- useHorizonOcclusion: boolean;
- /**
- * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
- * too much the area relying on ambient texture to define their ambient occlusion.
- */
- useRadianceOcclusion: boolean;
- /**
- * If set to true, no lighting calculations will be applied.
- */
- unlit: boolean;
- /**
- * Gets the image processing configuration used either in this material.
- */
- /**
- * Sets the Default image processing configuration used either in the this material.
- *
- * If sets to null, the scene one is in use.
- */
- imageProcessingConfiguration: ImageProcessingConfiguration;
- /**
- * Gets wether the color curves effect is enabled.
- */
- /**
- * Sets wether the color curves effect is enabled.
- */
- cameraColorCurvesEnabled: boolean;
- /**
- * Gets wether the color grading effect is enabled.
- */
- /**
- * Gets wether the color grading effect is enabled.
- */
- cameraColorGradingEnabled: boolean;
- /**
- * Gets wether tonemapping is enabled or not.
- */
- /**
- * Sets wether tonemapping is enabled or not
- */
- cameraToneMappingEnabled: boolean;
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- /**
- * The camera exposure used on this material.
- * This property is here and not in the camera to allow controlling exposure without full screen post process.
- * This corresponds to a photographic exposure.
- */
- cameraExposure: number;
- /**
- * Gets The camera contrast used on this material.
- */
- /**
- * Sets The camera contrast used on this material.
- */
- cameraContrast: number;
- /**
- * Gets the Color Grading 2D Lookup Texture.
- */
- /**
- * Sets the Color Grading 2D Lookup Texture.
- */
- cameraColorGradingTexture: Nullable<BaseTexture>;
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- /**
- * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
- * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
- * These are similar to controls found in many professional imaging or colorist software. The global controls are applied to the entire image. For advanced tuning, extra controls are provided to adjust the shadow, midtone and highlight areas of the image;
- * corresponding to low luminance, medium luminance, and high luminance areas respectively.
- */
- cameraColorCurves: Nullable<ColorCurves>;
- /**
- * Instantiates a new PBRMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene: Scene);
- /**
- * Returns the name of this material class.
- */
- getClassName(): string;
- /**
- * Returns an array of the actively used textures.
- * @returns - Array of BaseTextures
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Checks to see if a texture is used in the material.
- * @param texture - Base texture to use.
- * @returns - Boolean specifying if a texture is used in the material.
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Makes a duplicate of the current material.
- * @param name - name to use for the new material.
- */
- clone(name: string): PBRMaterial;
- /**
- * Serializes this PBR Material.
- * @returns - An object with the serialized material.
- */
- serialize(): any;
- /**
- * Parses a PBR Material from a serialized object.
- * @param source - Serialized object.
- * @param scene - BJS scene instance.
- * @param rootUrl - url for the scene object
- * @returns - PBRMaterial
- */
- static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
- }
- }
- declare module BABYLON {
- /**
- * The PBR material of BJS following the metal roughness convention.
- *
- * This fits to the PBR convention in the GLTF definition:
- * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
- */
- class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
- /**
- * The base color has two different interpretations depending on the value of metalness.
- * When the material is a metal, the base color is the specific measured reflectance value
- * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
- * of the material.
- */
- baseColor: Color3;
- /**
- * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
- * well as opacity information in the alpha channel.
- */
- baseTexture: BaseTexture;
- /**
- * Specifies the metallic scalar value of the material.
- * Can also be used to scale the metalness values of the metallic texture.
- */
- metallic: number;
- /**
- * Specifies the roughness scalar value of the material.
- * Can also be used to scale the roughness values of the metallic texture.
- */
- roughness: number;
- /**
- * Texture containing both the metallic value in the B channel and the
- * roughness value in the G channel to keep better precision.
- */
- metallicRoughnessTexture: BaseTexture;
- /**
- * Instantiates a new PBRMetalRoughnessMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene: Scene);
- /**
- * Return the currrent class name of the material.
- */
- getClassName(): string;
- /**
- * Return the active textures of the material.
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Checks to see if a texture is used in the material.
- * @param texture - Base texture to use.
- * @returns - Boolean specifying if a texture is used in the material.
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Makes a duplicate of the current material.
- * @param name - name to use for the new material.
- */
- clone(name: string): PBRMetallicRoughnessMaterial;
- /**
- * Serialize the material to a parsable JSON object.
- */
- serialize(): any;
- /**
- * Parses a JSON object correponding to the serialize function.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
- }
- }
- declare module BABYLON {
- /**
- * The PBR material of BJS following the specular glossiness convention.
- *
- * This fits to the PBR convention in the GLTF definition:
- * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
- */
- class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
- /**
- * Specifies the diffuse color of the material.
- */
- diffuseColor: Color3;
- /**
- * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
- * channel.
- */
- diffuseTexture: BaseTexture;
- /**
- * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
- */
- specularColor: Color3;
- /**
- * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
- */
- glossiness: number;
- /**
- * Specifies both the specular color RGB and the glossiness A of the material per pixels.
- */
- specularGlossinessTexture: BaseTexture;
- /**
- * Instantiates a new PBRSpecularGlossinessMaterial instance.
- *
- * @param name The material name
- * @param scene The scene the material will be use in.
- */
- constructor(name: string, scene: Scene);
- /**
- * Return the currrent class name of the material.
- */
- getClassName(): string;
- /**
- * Return the active textures of the material.
- */
- getActiveTextures(): BaseTexture[];
- /**
- * Checks to see if a texture is used in the material.
- * @param texture - Base texture to use.
- * @returns - Boolean specifying if a texture is used in the material.
- */
- hasTexture(texture: BaseTexture): boolean;
- /**
- * Makes a duplicate of the current material.
- * @param name - name to use for the new material.
- */
- clone(name: string): PBRSpecularGlossinessMaterial;
- /**
- * Serialize the material to a parsable JSON object.
- */
- serialize(): any;
- /**
- * Parses a JSON object correponding to the serialize function.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
- }
- }
- declare module BABYLON {
- /**
- * Base class of all the textures in babylon.
- * It groups all the common properties the materials, post process, lights... might need
- * in order to make a correct use of the texture.
- */
- class BaseTexture {
- /**
- * Default anisotropic filtering level for the application.
- * It is set to 4 as a good tradeoff between perf and quality.
- */
- static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
- /**
- * Define the name of the texture.
- */
- name: string;
- private _hasAlpha;
- /**
- * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
- */
- hasAlpha: boolean;
- /**
- * Defines if the alpha value should be determined via the rgb values.
- * If true the luminance of the pixel might be used to find the corresponding alpha value.
- */
- getAlphaFromRGB: boolean;
- /**
- * Intensity or strength of the texture.
- * It is commonly used by materials to fine tune the intensity of the texture
- */
- level: number;
- /**
- * Define the UV chanel to use starting from 0 and defaulting to 0.
- * This is part of the texture as textures usually maps to one uv set.
- */
- coordinatesIndex: number;
- private _coordinatesMode;
- /**
- * How a texture is mapped.
- *
- * | Value | Type | Description |
- * | ----- | ----------------------------------- | ----------- |
- * | 0 | EXPLICIT_MODE | |
- * | 1 | SPHERICAL_MODE | |
- * | 2 | PLANAR_MODE | |
- * | 3 | CUBIC_MODE | |
- * | 4 | PROJECTION_MODE | |
- * | 5 | SKYBOX_MODE | |
- * | 6 | INVCUBIC_MODE | |
- * | 7 | EQUIRECTANGULAR_MODE | |
- * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
- * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
- */
- coordinatesMode: number;
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- wrapU: number;
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- wrapV: number;
- /**
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 0 | CLAMP_ADDRESSMODE | |
- * | 1 | WRAP_ADDRESSMODE | |
- * | 2 | MIRROR_ADDRESSMODE | |
- */
- wrapR: number;
- /**
- * With compliant hardware and browser (supporting anisotropic filtering)
- * this defines the level of anisotropic filtering in the texture.
- * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
- */
- anisotropicFilteringLevel: number;
- /**
- * Define if the texture is a cube texture or if false a 2d texture.
- */
- isCube: boolean;
- /**
- * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
- */
- is3D: boolean;
- /**
- * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
- * HDR texture are usually stored in linear space.
- * This only impacts the PBR and Background materials
- */
- gammaSpace: boolean;
- /**
- * Gets whether or not the texture contains RGBD data.
- */
- readonly isRGBD: boolean;
- /**
- * Is Z inverted in the texture (useful in a cube texture).
- */
- invertZ: boolean;
- /**
- * @hidden
- */
- lodLevelInAlpha: boolean;
- /**
- * With prefiltered texture, defined the offset used during the prefiltering steps.
- */
- lodGenerationOffset: number;
- /**
- * With prefiltered texture, defined the scale used during the prefiltering steps.
- */
- lodGenerationScale: number;
- /**
- * Define if the texture is a render target.
- */
- isRenderTarget: boolean;
- /**
- * Define the unique id of the texture in the scene.
- */
- readonly uid: string;
- /**
- * Return a string representation of the texture.
- * @returns the texture as a string
- */
- toString(): string;
- /**
- * Get the class name of the texture.
- * @returns "BaseTexture"
- */
- getClassName(): string;
- /**
- * Define the list of animation attached to the texture.
- */
- animations: Animation[];
- /**
- * An event triggered when the texture is disposed.
- */
- onDisposeObservable: Observable<BaseTexture>;
- private _onDisposeObserver;
- /**
- * Callback triggered when the texture has been disposed.
- * Kept for back compatibility, you can use the onDisposeObservable instead.
- */
- onDispose: () => void;
- /**
- * Define the current state of the loading sequence when in delayed load mode.
- */
- delayLoadState: number;
- private _scene;
- /** @hidden */
- _texture: Nullable<InternalTexture>;
- private _uid;
- /**
- * Define if the texture is preventinga material to render or not.
- * If not and the texture is not ready, the engine will use a default black texture instead.
- */
- readonly isBlocking: boolean;
- /**
- * Instantiates a new BaseTexture.
- * Base class of all the textures in babylon.
- * It groups all the common properties the materials, post process, lights... might need
- * in order to make a correct use of the texture.
- * @param scene Define the scene the texture blongs to
- */
- constructor(scene: Nullable<Scene>);
- /**
- * Get the scene the texture belongs to.
- * @returns the scene or null if undefined
- */
- getScene(): Nullable<Scene>;
- /**
- * Get the texture transform matrix used to offset tile the texture for istance.
- * @returns the transformation matrix
- */
- getTextureMatrix(): Matrix;
- /**
- * Get the texture reflection matrix used to rotate/transform the reflection.
- * @returns the reflection matrix
- */
- getReflectionTextureMatrix(): Matrix;
- /**
- * Get the underlying lower level texture from Babylon.
- * @returns the insternal texture
- */
- getInternalTexture(): Nullable<InternalTexture>;
- /**
- * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
- * @returns true if ready or not blocking
- */
- isReadyOrNotBlocking(): boolean;
- /**
- * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
- * @returns true if fully ready
- */
- isReady(): boolean;
- private _cachedSize;
- /**
- * Get the size of the texture.
- * @returns the texture size.
- */
- getSize(): ISize;
- /**
- * Get the base size of the texture.
- * It can be different from the size if the texture has been resized for POT for instance
- * @returns the base size
- */
- getBaseSize(): ISize;
- /**
- * Scales the texture if is `canRescale()`
- * @param ratio the resize factor we want to use to rescale
- */
- scale(ratio: number): void;
- /**
- * Get if the texture can rescale.
- */
- readonly canRescale: boolean;
- /** @hidden */
- _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number): Nullable<InternalTexture>;
- /** @hidden */
- _rebuild(): void;
- /**
- * Triggers the load sequence in delayed load mode.
- */
- delayLoad(): void;
- /**
- * Clones the texture.
- * @returns the cloned texture
- */
- clone(): Nullable<BaseTexture>;
- /**
- * Get the texture underlying type (INT, FLOAT...)
- */
- readonly textureType: number;
- /**
- * Get the texture underlying format (RGB, RGBA...)
- */
- readonly textureFormat: number;
- /**
- * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
- * This will returns an RGBA array buffer containing either in values (0-255) or
- * float values (0-1) depending of the underlying buffer type.
- * @param faceIndex defines the face of the texture to read (in case of cube texture)
- * @param level defines the LOD level of the texture to read (in case of Mip Maps)
- * @param buffer defines a user defined buffer to fill with data (can be null)
- * @returns The Array buffer containing the pixels data.
- */
- readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
- /**
- * Release and destroy the underlying lower level texture aka internalTexture.
- */
- releaseInternalTexture(): void;
- /**
- * Get the polynomial representation of the texture data.
- * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
- * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
- */
- sphericalPolynomial: Nullable<SphericalPolynomial>;
- /** @hidden */
- readonly _lodTextureHigh: Nullable<BaseTexture>;
- /** @hidden */
- readonly _lodTextureMid: Nullable<BaseTexture>;
- /** @hidden */
- readonly _lodTextureLow: Nullable<BaseTexture>;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- /**
- * Serialize the texture into a JSON representation that can be parsed later on.
- * @returns the JSON representation of the texture
- */
- serialize(): any;
- /**
- * Helper function to be called back once a list of texture contains only ready textures.
- * @param textures Define the list of textures to wait for
- * @param callback Define the callback triggered once the entire list will be ready
- */
- static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
- * It can help converting any input color in a desired output one. This can then be used to create effects
- * from sepia, black and white to sixties or futuristic rendering...
- *
- * The only supported format is currently 3dl.
- * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
- */
- class ColorGradingTexture extends BaseTexture {
- /**
- * The current texture matrix. (will always be identity in color grading texture)
- */
- private _textureMatrix;
- /**
- * The texture URL.
- */
- url: string;
- /**
- * Empty line regex stored for GC.
- */
- private static _noneEmptyLineRegex;
- private _engine;
- /**
- * Instantiates a ColorGradingTexture from the following parameters.
- *
- * @param url The location of the color gradind data (currently only supporting 3dl)
- * @param scene The scene the texture will be used in
- */
- constructor(url: string, scene: Scene);
- /**
- * Returns the texture matrix used in most of the material.
- * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
- */
- getTextureMatrix(): Matrix;
- /**
- * Occurs when the file being loaded is a .3dl LUT file.
- */
- private load3dlTexture;
- /**
- * Starts the loading process of the texture.
- */
- private loadTexture;
- /**
- * Clones the color gradind texture.
- */
- clone(): ColorGradingTexture;
- /**
- * Called during delayed load for textures.
- */
- delayLoad(): void;
- /**
- * Parses a color grading texture serialized by Babylon.
- * @param parsedTexture The texture information being parsedTexture
- * @param scene The scene to load the texture in
- * @param rootUrl The root url of the data assets to load
- * @return A color gradind texture
- */
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<ColorGradingTexture>;
- /**
- * Serializes the LUT texture to json format.
- */
- serialize(): any;
- }
- }
- declare module BABYLON {
- /**
- * Class for creating a cube texture
- */
- class CubeTexture extends BaseTexture {
- /**
- * The url of the texture
- */
- url: string;
- /**
- * Gets or sets the center of the bounding box associated with the cube texture.
- * It must define where the camera used to render the texture was set
- * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
- */
- boundingBoxPosition: Vector3;
- private _boundingBoxSize;
- /**
- * Gets or sets the size of the bounding box associated with the cube texture
- * When defined, the cubemap will switch to local mode
- * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
- * @example https://www.babylonjs-playground.com/#RNASML
- */
- /**
- * Returns the bounding box size
- * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
- */
- boundingBoxSize: Vector3;
- protected _rotationY: number;
- /**
- * Sets texture matrix rotation angle around Y axis in radians.
- */
- /**
- * Gets texture matrix rotation angle around Y axis radians.
- */
- rotationY: number;
- private _noMipmap;
- private _files;
- private _extensions;
- private _textureMatrix;
- private _format;
- private _createPolynomials;
- /** @hidden */
- readonly _prefiltered: boolean;
- /**
- * Creates a cube texture from an array of image urls
- * @param files defines an array of image urls
- * @param scene defines the hosting scene
- * @param noMipmap specifies if mip maps are not used
- * @returns a cube texture
- */
- static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
- /**
- * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
- * @param url defines the url of the prefiltered texture
- * @param scene defines the scene the texture is attached to
- * @param forcedExtension defines the extension of the file if different from the url
- * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
- * @return the prefiltered texture
- */
- static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
- /**
- * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
- * as prefiltered data.
- * @param rootUrl defines the url of the texture or the root name of the six images
- * @param scene defines the scene the texture is attached to
- * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
- * @param noMipmap defines if mipmaps should be created or not
- * @param files defines the six files to load for the different faces
- * @param onLoad defines a callback triggered at the end of the file load if no errors occured
- * @param onError defines a callback triggered in case of error during load
- * @param format defines the internal format to use for the texture once loaded
- * @param prefiltered defines whether or not the texture is created from prefiltered data
- * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
- * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
- * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
- * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
- * @return the cube texture
- */
- constructor(rootUrl: string, scene: Scene, extensions?: Nullable<string[]>, noMipmap?: boolean, files?: Nullable<string[]>, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, prefiltered?: boolean, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number);
- /**
- * Delays loading of the cube texture
- */
- delayLoad(): void;
- /**
- * Returns the reflection texture matrix
- * @returns the reflection texture matrix
- */
- getReflectionTextureMatrix(): Matrix;
- /**
- * Sets the reflection texture matrix
- * @param value Reflection texture matrix
- */
- setReflectionTextureMatrix(value: Matrix): void;
- /**
- * Parses text to create a cube texture
- * @param parsedTexture define the serialized text to read from
- * @param scene defines the hosting scene
- * @param rootUrl defines the root url of the cube texture
- * @returns a cube texture
- */
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
- /**
- * Makes a clone, or deep copy, of the cube texture
- * @returns a new cube texture
- */
- clone(): CubeTexture;
- }
- }
- declare module BABYLON {
- /**
- * A class extending Texture allowing drawing on a texture
- * @see http://doc.babylonjs.com/how_to/dynamictexture
- */
- class DynamicTexture extends Texture {
- private _generateMipMaps;
- private _canvas;
- private _context;
- private _engine;
- /**
- * Creates a DynamicTexture
- * @param name defines the name of the texture
- * @param options provides 3 alternatives for width and height of texture, a canvas, object with width and height properties, number for both width and height
- * @param scene defines the scene where you want the texture
- * @param generateMipMaps defines the use of MinMaps or not (default is false)
- * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
- * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
- */
- constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
- /**
- * Gets the current state of canRescale
- */
- readonly canRescale: boolean;
- private _recreate;
- /**
- * Scales the texture
- * @param ratio the scale factor to apply to both width and height
- */
- scale(ratio: number): void;
- /**
- * Resizes the texture
- * @param width the new width
- * @param height the new height
- */
- scaleTo(width: number, height: number): void;
- /**
- * Gets the context of the canvas used by the texture
- * @returns the canvas context of the dynamic texture
- */
- getContext(): CanvasRenderingContext2D;
- /**
- * Clears the texture
- */
- clear(): void;
- /**
- * Updates the texture
- * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
- * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
- */
- update(invertY?: boolean, premulAlpha?: boolean): void;
- /**
- * Draws text onto the texture
- * @param text defines the text to be drawn
- * @param x defines the placement of the text from the left
- * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
- * @param font defines the font to be used with font-style, font-size, font-name
- * @param color defines the color used for the text
- * @param clearColor defines the color for the canvas, use null to not overwrite canvas
- * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
- * @param update defines whether texture is immediately update (default is true)
- */
- drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
- /**
- * Clones the texture
- * @returns the clone of the texture.
- */
- clone(): DynamicTexture;
- /**
- * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
- * @returns a serialized dynamic texture object
- */
- serialize(): any;
- /** @hidden */
- _rebuild(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a texture coming from an HDR input.
- *
- * The only supported format is currently panorama picture stored in RGBE format.
- * Example of such files can be found on HDRLib: http://hdrlib.com/
- */
- class HDRCubeTexture extends BaseTexture {
- private static _facesMapping;
- private _generateHarmonics;
- private _noMipmap;
- private _textureMatrix;
- private _size;
- private _onLoad;
- private _onError;
- /**
- * The texture URL.
- */
- url: string;
- /**
- * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
- */
- coordinatesMode: number;
- protected _isBlocking: boolean;
- /**
- * Sets wether or not the texture is blocking during loading.
- */
- /**
- * Gets wether or not the texture is blocking during loading.
- */
- isBlocking: boolean;
- protected _rotationY: number;
- /**
- * Sets texture matrix rotation angle around Y axis in radians.
- */
- /**
- * Gets texture matrix rotation angle around Y axis radians.
- */
- rotationY: number;
- /**
- * Gets or sets the center of the bounding box associated with the cube texture
- * It must define where the camera used to render the texture was set
- */
- boundingBoxPosition: Vector3;
- private _boundingBoxSize;
- /**
- * Gets or sets the size of the bounding box associated with the cube texture
- * When defined, the cubemap will switch to local mode
- * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
- * @example https://www.babylonjs-playground.com/#RNASML
- */
- boundingBoxSize: Vector3;
- /**
- * Instantiates an HDRTexture from the following parameters.
- *
- * @param url The location of the HDR raw data (Panorama stored in RGBE format)
- * @param scene The scene the texture will be used in
- * @param size The cubemap desired size (the more it increases the longer the generation will be)
- * @param noMipmap Forces to not generate the mipmap if true
- * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
- * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
- * @param reserved Reserved flag for internal use.
- */
- constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
- /**
- * Occurs when the file is raw .hdr file.
- */
- private loadTexture;
- clone(): HDRCubeTexture;
- delayLoad(): void;
- /**
- * Get the texture reflection matrix used to rotate/transform the reflection.
- * @returns the reflection matrix
- */
- getReflectionTextureMatrix(): Matrix;
- /**
- * Set the texture reflection matrix used to rotate/transform the reflection.
- * @param value Define the reflection matrix to set
- */
- setReflectionTextureMatrix(value: Matrix): void;
- /**
- * Parses a JSON representation of an HDR Texture in order to create the texture
- * @param parsedTexture Define the JSON representation
- * @param scene Define the scene the texture should be created in
- * @param rootUrl Define the root url in case we need to load relative dependencies
- * @returns the newly created texture after parsing
- */
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
- serialize(): any;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store data associated with WebGL texture data for the engine
- * This class should not be used directly
- */
- class InternalTexture implements IInternalTextureTracker {
- /**
- * The source of the texture data is unknown
- */
- static DATASOURCE_UNKNOWN: number;
- /**
- * Texture data comes from an URL
- */
- static DATASOURCE_URL: number;
- /**
- * Texture data is only used for temporary storage
- */
- static DATASOURCE_TEMP: number;
- /**
- * Texture data comes from raw data (ArrayBuffer)
- */
- static DATASOURCE_RAW: number;
- /**
- * Texture content is dynamic (video or dynamic texture)
- */
- static DATASOURCE_DYNAMIC: number;
- /**
- * Texture content is generated by rendering to it
- */
- static DATASOURCE_RENDERTARGET: number;
- /**
- * Texture content is part of a multi render target process
- */
- static DATASOURCE_MULTIRENDERTARGET: number;
- /**
- * Texture data comes from a cube data file
- */
- static DATASOURCE_CUBE: number;
- /**
- * Texture data comes from a raw cube data
- */
- static DATASOURCE_CUBERAW: number;
- /**
- * Texture data come from a prefiltered cube data file
- */
- static DATASOURCE_CUBEPREFILTERED: number;
- /**
- * Texture content is raw 3D data
- */
- static DATASOURCE_RAW3D: number;
- /**
- * Texture content is a depth texture
- */
- static DATASOURCE_DEPTHTEXTURE: number;
- /**
- * Texture data comes from a raw cube data encoded with RGBD
- */
- static DATASOURCE_CUBERAW_RGBD: number;
- /**
- * Defines if the texture is ready
- */
- isReady: boolean;
- /**
- * Defines if the texture is a cube texture
- */
- isCube: boolean;
- /**
- * Defines if the texture contains 3D data
- */
- is3D: boolean;
- /**
- * Gets the URL used to load this texture
- */
- url: string;
- /**
- * Gets the sampling mode of the texture
- */
- samplingMode: number;
- /**
- * Gets a boolean indicating if the texture needs mipmaps generation
- */
- generateMipMaps: boolean;
- /**
- * Gets the number of samples used by the texture (WebGL2+ only)
- */
- samples: number;
- /**
- * Gets the type of the texture (int, float...)
- */
- type: number;
- /**
- * Gets the format of the texture (RGB, RGBA...)
- */
- format: number;
- /**
- * Observable called when the texture is loaded
- */
- onLoadedObservable: Observable<InternalTexture>;
- /**
- * Gets the width of the texture
- */
- width: number;
- /**
- * Gets the height of the texture
- */
- height: number;
- /**
- * Gets the depth of the texture
- */
- depth: number;
- /**
- * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
- */
- baseWidth: number;
- /**
- * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
- */
- baseHeight: number;
- /**
- * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
- */
- baseDepth: number;
- /**
- * Gets a boolean indicating if the texture is inverted on Y axis
- */
- invertY: boolean;
- /**
- * Gets or set the previous tracker in the list
- */
- previous: Nullable<IInternalTextureTracker>;
- /**
- * Gets or set the next tracker in the list
- */
- next: Nullable<IInternalTextureTracker>;
- /** @hidden */
- _initialSlot: number;
- /** @hidden */
- _designatedSlot: number;
- /** @hidden */
- _dataSource: number;
- /** @hidden */
- _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
- /** @hidden */
- _bufferView: Nullable<ArrayBufferView>;
- /** @hidden */
- _bufferViewArray: Nullable<ArrayBufferView[]>;
- /** @hidden */
- _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
- /** @hidden */
- _size: number;
- /** @hidden */
- _extension: string;
- /** @hidden */
- _files: Nullable<string[]>;
- /** @hidden */
- _workingCanvas: HTMLCanvasElement;
- /** @hidden */
- _workingContext: CanvasRenderingContext2D;
- /** @hidden */
- _framebuffer: Nullable<WebGLFramebuffer>;
- /** @hidden */
- _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
- /** @hidden */
- _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
- /** @hidden */
- _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
- /** @hidden */
- _attachments: Nullable<number[]>;
- /** @hidden */
- _cachedCoordinatesMode: Nullable<number>;
- /** @hidden */
- _cachedWrapU: Nullable<number>;
- /** @hidden */
- _cachedWrapV: Nullable<number>;
- /** @hidden */
- _cachedWrapR: Nullable<number>;
- /** @hidden */
- _cachedAnisotropicFilteringLevel: Nullable<number>;
- /** @hidden */
- _isDisabled: boolean;
- /** @hidden */
- _compression: Nullable<string>;
- /** @hidden */
- _generateStencilBuffer: boolean;
- /** @hidden */
- _generateDepthBuffer: boolean;
- /** @hidden */
- _comparisonFunction: number;
- /** @hidden */
- _sphericalPolynomial: Nullable<SphericalPolynomial>;
- /** @hidden */
- _lodGenerationScale: number;
- /** @hidden */
- _lodGenerationOffset: number;
- /** @hidden */
- _lodTextureHigh: BaseTexture;
- /** @hidden */
- _lodTextureMid: BaseTexture;
- /** @hidden */
- _lodTextureLow: BaseTexture;
- /** @hidden */
- _isRGBD: boolean;
- /** @hidden */
- _webGLTexture: Nullable<WebGLTexture>;
- /** @hidden */
- _references: number;
- private _engine;
- /**
- * Gets the Engine the texture belongs to.
- * @returns The babylon engine
- */
- getEngine(): Engine;
- /**
- * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
- */
- readonly dataSource: number;
- /**
- * Creates a new InternalTexture
- * @param engine defines the engine to use
- * @param dataSource defines the type of data that will be used
- */
- constructor(engine: Engine, dataSource: number);
- /**
- * Increments the number of references (ie. the number of Texture that point to it)
- */
- incrementReferences(): void;
- /**
- * Change the size of the texture (not the size of the content)
- * @param width defines the new width
- * @param height defines the new height
- * @param depth defines the new depth (1 by default)
- */
- updateSize(width: int, height: int, depth?: int): void;
- /** @hidden */
- _rebuild(): void;
- /** @hidden */
- _swapAndDie(target: InternalTexture): void;
- /**
- * Dispose the current allocated resources
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents the required contract to create a new type of texture loader.
- */
- interface IInternalTextureLoader {
- /**
- * Defines wether the loader supports cascade loading the different faces.
- */
- supportCascades: boolean;
- /**
- * This returns if the loader support the current file information.
- * @param extension defines the file extension of the file being loaded
- * @param textureFormatInUse defines the current compressed format in use iun the engine
- * @param fallback defines the fallback internal texture if any
- * @param isBase64 defines whether the texture is encoded as a base64
- * @param isBuffer defines whether the texture data are stored as a buffer
- * @returns true if the loader can load the specified file
- */
- canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
- /**
- * Transform the url before loading if required.
- * @param rootUrl the url of the texture
- * @param textureFormatInUse defines the current compressed format in use iun the engine
- * @returns the transformed texture
- */
- transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
- /**
- * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
- * @param rootUrl the url of the texture
- * @param textureFormatInUse defines the current compressed format in use iun the engine
- * @returns the fallback texture
- */
- getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
- /**
- * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
- * @param data contains the texture data
- * @param texture defines the BabylonJS internal texture
- * @param createPolynomials will be true if polynomials have been requested
- * @param onLoad defines the callback to trigger once the texture is ready
- * @param onError defines the callback to trigger in case of error
- */
- loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
- /**
- * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
- * @param data contains the texture data
- * @param texture defines the BabylonJS internal texture
- * @param callback defines the method to call once ready to upload
- */
- loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
- }
- }
- declare module BABYLON {
- /**
- * Internal interface used to track InternalTexture already bound to the GL context
- */
- interface IInternalTextureTracker {
- /**
- * Gets or set the previous tracker in the list
- */
- previous: Nullable<IInternalTextureTracker>;
- /**
- * Gets or set the next tracker in the list
- */
- next: Nullable<IInternalTextureTracker>;
- }
- /**
- * Internal class used by the engine to get list of InternalTexture already bound to the GL context
- */
- class DummyInternalTextureTracker {
- /**
- * Gets or set the previous tracker in the list
- */
- previous: Nullable<IInternalTextureTracker>;
- /**
- * Gets or set the next tracker in the list
- */
- next: Nullable<IInternalTextureTracker>;
- }
- }
- declare module BABYLON {
- /**
- * Mirror texture can be used to simulate the view from a mirror in a scene.
- * It will dynamically be rendered every frame to adapt to the camera point of view.
- * You can then easily use it as a reflectionTexture on a flat surface.
- * In case the surface is not a plane, please consider relying on reflection probes.
- * @see https://doc.babylonjs.com/how_to/reflect#mirrors
- */
- class MirrorTexture extends RenderTargetTexture {
- private scene;
- /**
- * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
- * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
- * @see https://doc.babylonjs.com/how_to/reflect#mirrors
- */
- mirrorPlane: Plane;
- /**
- * Define the blur ratio used to blur the reflection if needed.
- */
- blurRatio: number;
- /**
- * Define the adaptive blur kernel used to blur the reflection if needed.
- * This will autocompute the closest best match for the `blurKernel`
- */
- adaptiveBlurKernel: number;
- /**
- * Define the blur kernel used to blur the reflection if needed.
- * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
- */
- blurKernel: number;
- /**
- * Define the blur kernel on the X Axis used to blur the reflection if needed.
- * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
- */
- blurKernelX: number;
- /**
- * Define the blur kernel on the Y Axis used to blur the reflection if needed.
- * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
- */
- blurKernelY: number;
- private _autoComputeBlurKernel;
- protected _onRatioRescale(): void;
- private _updateGammaSpace;
- private _imageProcessingConfigChangeObserver;
- private _transformMatrix;
- private _mirrorMatrix;
- private _savedViewMatrix;
- private _blurX;
- private _blurY;
- private _adaptiveBlurKernel;
- private _blurKernelX;
- private _blurKernelY;
- private _blurRatio;
- /**
- * Instantiates a Mirror Texture.
- * Mirror texture can be used to simulate the view from a mirror in a scene.
- * It will dynamically be rendered every frame to adapt to the camera point of view.
- * You can then easily use it as a reflectionTexture on a flat surface.
- * In case the surface is not a plane, please consider relying on reflection probes.
- * @see https://doc.babylonjs.com/how_to/reflect#mirrors
- * @param name
- * @param size
- * @param scene
- * @param generateMipMaps
- * @param type
- * @param samplingMode
- * @param generateDepthBuffer
- */
- constructor(name: string, size: number | {
- width: number;
- height: number;
- } | {
- ratio: number;
- }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
- private _preparePostProcesses;
- /**
- * Clone the mirror texture.
- * @returns the cloned texture
- */
- clone(): MirrorTexture;
- /**
- * Serialize the texture to a JSON representation you could use in Parse later on
- * @returns the serialized JSON representation
- */
- serialize(): any;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * Creation options of the multi render target texture.
- */
- interface IMultiRenderTargetOptions {
- /**
- * Define if the texture needs to create mip maps after render.
- */
- generateMipMaps?: boolean;
- /**
- * Define the types of all the draw buffers we want to create
- */
- types?: number[];
- /**
- * Define the sampling modes of all the draw buffers we want to create
- */
- samplingModes?: number[];
- /**
- * Define if a depth buffer is required
- */
- generateDepthBuffer?: boolean;
- /**
- * Define if a stencil buffer is required
- */
- generateStencilBuffer?: boolean;
- /**
- * Define if a depth texture is required instead of a depth buffer
- */
- generateDepthTexture?: boolean;
- /**
- * Define the number of desired draw buffers
- */
- textureCount?: number;
- /**
- * Define if aspect ratio should be adapted to the texture or stay the scene one
- */
- doNotChangeAspectRatio?: boolean;
- /**
- * Define the default type of the buffers we are creating
- */
- defaultType?: number;
- }
- /**
- * A multi render target, like a render target provides the ability to render to a texture.
- * Unlike the render target, it can render to several draw buffers in one draw.
- * This is specially interesting in deferred rendering or for any effects requiring more than
- * just one color from a single pass.
- */
- class MultiRenderTarget extends RenderTargetTexture {
- private _internalTextures;
- private _textures;
- private _multiRenderTargetOptions;
- /**
- * Get if draw buffers are currently supported by the used hardware and browser.
- */
- readonly isSupported: boolean;
- /**
- * Get the list of textures generated by the multi render target.
- */
- readonly textures: Texture[];
- /**
- * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
- */
- readonly depthTexture: Texture;
- /**
- * Set the wrapping mode on U of all the textures we are rendering to.
- * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
- */
- wrapU: number;
- /**
- * Set the wrapping mode on V of all the textures we are rendering to.
- * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
- */
- wrapV: number;
- /**
- * Instantiate a new multi render target texture.
- * A multi render target, like a render target provides the ability to render to a texture.
- * Unlike the render target, it can render to several draw buffers in one draw.
- * This is specially interesting in deferred rendering or for any effects requiring more than
- * just one color from a single pass.
- * @param name Define the name of the texture
- * @param size Define the size of the buffers to render to
- * @param count Define the number of target we are rendering into
- * @param scene Define the scene the texture belongs to
- * @param options Define the options used to create the multi render target
- */
- constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
- /** @hidden */
- _rebuild(): void;
- private _createInternalTextures;
- private _createTextures;
- /**
- * Define the number of samples used if MSAA is enabled.
- */
- samples: number;
- /**
- * Resize all the textures in the multi render target.
- * Be carrefull as it will recreate all the data in the new texture.
- * @param size Define the new size
- */
- resize(size: any): void;
- protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
- /**
- * Dispose the render targets and their associated resources
- */
- dispose(): void;
- /**
- * Release all the underlying texture used as draw buffers.
- */
- releaseInternalTextures(): void;
- }
- }
- declare module BABYLON {
- /**
- * Raw cube texture where the raw buffers are passed in
- */
- class RawCubeTexture extends CubeTexture {
- /**
- * Creates a cube texture where the raw buffers are passed in.
- * @param scene defines the scene the texture is attached to
- * @param data defines the array of data to use to create each face
- * @param size defines the size of the textures
- * @param format defines the format of the data
- * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
- * @param generateMipMaps defines if the engine should generate the mip levels
- * @param invertY defines if data must be stored with Y axis inverted
- * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
- * @param compression defines the compression used (null by default)
- */
- constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
- /**
- * Updates the raw cube texture.
- * @param data defines the data to store
- * @param format defines the data format
- * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
- * @param invertY defines if data must be stored with Y axis inverted
- * @param compression defines the compression used (null by default)
- * @param level defines which level of the texture to update
- */
- update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>, level?: number): void;
- /**
- * Updates a raw cube texture with RGBD encoded data.
- * @param data defines the array of data [mipmap][face] to use to create each face
- * @param sphericalPolynomial defines the spherical polynomial for irradiance
- * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
- * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
- * @returns a promsie that resolves when the operation is complete
- */
- updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
- /**
- * Clones the raw cube texture.
- * @return a new cube texture
- */
- clone(): CubeTexture;
- /** @hidden */
- static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
- }
- }
- declare module BABYLON {
- /**
- * Raw texture can help creating a texture directly from an array of data.
- * This can be super useful if you either get the data from an uncompressed source or
- * if you wish to create your texture pixel by pixel.
- */
- class RawTexture extends Texture {
- /**
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- */
- format: number;
- private _engine;
- /**
- * Instantiates a new RawTexture.
- * Raw texture can help creating a texture directly from an array of data.
- * This can be super useful if you either get the data from an uncompressed source or
- * if you wish to create your texture pixel by pixel.
- * @param data define the array of data to use to create the texture
- * @param width define the width of the texture
- * @param height define the height of the texture
- * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- * @param scene define the scene the texture belongs to
- * @param generateMipMaps define whether mip maps should be generated or not
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- */
- constructor(data: ArrayBufferView, width: number, height: number,
- /**
- * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
- */
- format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
- /**
- * Updates the texture underlying data.
- * @param data Define the new data of the texture
- */
- update(data: ArrayBufferView): void;
- /**
- * Creates a luminance texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the luminance texture
- */
- static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * Creates a luminance alpha texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the luminance alpha texture
- */
- static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * Creates an alpha texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @returns the alpha texture
- */
- static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
- /**
- * Creates a RGB texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the RGB alpha texture
- */
- static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
- /**
- * Creates a RGBA texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the RGBA texture
- */
- static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
- /**
- * Creates a R texture from some data.
- * @param data Define the texture data
- * @param width Define the width of the texture
- * @param height Define the height of the texture
- * @param scene Define the scene the texture belongs to
- * @param generateMipMaps Define whether or not to create mip maps for the texture
- * @param invertY define if the data should be flipped on Y when uploaded to the GPU
- * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
- * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
- * @returns the R texture
- */
- static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
- }
- }
- declare module BABYLON {
- /**
- * Class used to store 3D textures containing user data
- */
- class RawTexture3D extends Texture {
- /** Gets or sets the texture format to use */
- format: number;
- private _engine;
- /**
- * Create a new RawTexture3D
- * @param data defines the data of the texture
- * @param width defines the width of the texture
- * @param height defines the height of the texture
- * @param depth defines the depth of the texture
- * @param format defines the texture format to use
- * @param scene defines the hosting scene
- * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
- * @param invertY defines if texture must be stored with Y axis inverted
- * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
- * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
- */
- constructor(data: ArrayBufferView, width: number, height: number, depth: number,
- /** Gets or sets the texture format to use */
- format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
- /**
- * Update the texture with new data
- * @param data defines the data to store in the texture
- */
- update(data: ArrayBufferView): void;
- }
- }
- declare module BABYLON {
- /**
- * Creates a refraction texture used by refraction channel of the standard material.
- * It is like a mirror but to see through a material.
- * @see https://doc.babylonjs.com/how_to/reflect#refraction
- */
- class RefractionTexture extends RenderTargetTexture {
- /**
- * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
- * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
- * @see https://doc.babylonjs.com/how_to/reflect#refraction
- */
- refractionPlane: Plane;
- /**
- * Define how deep under the surface we should see.
- */
- depth: number;
- /**
- * Creates a refraction texture used by refraction channel of the standard material.
- * It is like a mirror but to see through a material.
- * @see https://doc.babylonjs.com/how_to/reflect#refraction
- * @param name Define the texture name
- * @param size Define the size of the underlying texture
- * @param scene Define the scene the refraction belongs to
- * @param generateMipMaps Define if we need to generate mips level for the refraction
- */
- constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
- /**
- * Clone the refraction texture.
- * @returns the cloned texture
- */
- clone(): RefractionTexture;
- /**
- * Serialize the texture to a JSON representation you could use in Parse later on
- * @returns the serialized JSON representation
- */
- serialize(): any;
- }
- }
- declare module BABYLON {
- /**
- * This Helps creating a texture that will be created from a camera in your scene.
- * It is basically a dynamic texture that could be used to create special effects for instance.
- * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
- */
- class RenderTargetTexture extends Texture {
- isCube: boolean;
- /**
- * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
- */
- static readonly REFRESHRATE_RENDER_ONCE: number;
- /**
- * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
- */
- static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
- /**
- * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
- * the central point of your effect and can save a lot of performances.
- */
- static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
- /**
- * Use this predicate to dynamically define the list of mesh you want to render.
- * If set, the renderList property will be overwritten.
- */
- renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
- private _renderList;
- /**
- * Use this list to define the list of mesh you want to render.
- */
- renderList: Nullable<Array<AbstractMesh>>;
- private _hookArray;
- /**
- * Define if particles should be rendered in your texture.
- */
- renderParticles: boolean;
- /**
- * Define if sprites should be rendered in your texture.
- */
- renderSprites: boolean;
- /**
- * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
- */
- coordinatesMode: number;
- /**
- * Define the camera used to render the texture.
- */
- activeCamera: Nullable<Camera>;
- /**
- * Override the render function of the texture with your own one.
- */
- customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
- /**
- * Define if camera post processes should be use while rendering the texture.
- */
- useCameraPostProcesses: boolean;
- /**
- * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
- */
- ignoreCameraViewport: boolean;
- private _postProcessManager;
- private _postProcesses;
- private _resizeObserver;
- /**
- * An event triggered when the texture is unbind.
- */
- onBeforeBindObservable: Observable<RenderTargetTexture>;
- /**
- * An event triggered when the texture is unbind.
- */
- onAfterUnbindObservable: Observable<RenderTargetTexture>;
- private _onAfterUnbindObserver;
- /**
- * Set a after unbind callback in the texture.
- * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
- */
- onAfterUnbind: () => void;
- /**
- * An event triggered before rendering the texture
- */
- onBeforeRenderObservable: Observable<number>;
- private _onBeforeRenderObserver;
- /**
- * Set a before render callback in the texture.
- * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
- */
- onBeforeRender: (faceIndex: number) => void;
- /**
- * An event triggered after rendering the texture
- */
- onAfterRenderObservable: Observable<number>;
- private _onAfterRenderObserver;
- /**
- * Set a after render callback in the texture.
- * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
- */
- onAfterRender: (faceIndex: number) => void;
- /**
- * An event triggered after the texture clear
- */
- onClearObservable: Observable<Engine>;
- private _onClearObserver;
- /**
- * Set a clear callback in the texture.
- * This has been kept for backward compatibility and use of onClearObservable is recommended.
- */
- onClear: (Engine: Engine) => void;
- /**
- * Define the clear color of the Render Target if it should be different from the scene.
- */
- clearColor: Color4;
- protected _size: number | {
- width: number;
- height: number;
- };
- protected _initialSizeParameter: number | {
- width: number;
- height: number;
- } | {
- ratio: number;
- };
- protected _sizeRatio: Nullable<number>;
- /** @hidden */
- _generateMipMaps: boolean;
- protected _renderingManager: RenderingManager;
- /** @hidden */
- _waitingRenderList: string[];
- protected _doNotChangeAspectRatio: boolean;
- protected _currentRefreshId: number;
- protected _refreshRate: number;
- protected _textureMatrix: Matrix;
- protected _samples: number;
- protected _renderTargetOptions: RenderTargetCreationOptions;
- /**
- * Gets render target creation options that were used.
- */
- readonly renderTargetOptions: RenderTargetCreationOptions;
- protected _engine: Engine;
- protected _onRatioRescale(): void;
- /**
- * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
- * It must define where the camera used to render the texture is set
- */
- boundingBoxPosition: Vector3;
- private _boundingBoxSize;
- /**
- * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
- * When defined, the cubemap will switch to local mode
- * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
- * @example https://www.babylonjs-playground.com/#RNASML
- */
- boundingBoxSize: Vector3;
- /**
- * In case the RTT has been created with a depth texture, get the associated
- * depth texture.
- * Otherwise, return null.
- */
- depthStencilTexture: Nullable<InternalTexture>;
- /**
- * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
- * or used a shadow, depth texture...
- * @param name The friendly name of the texture
- * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
- * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
- * @param generateMipMaps True if mip maps need to be generated after render.
- * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
- * @param type The type of the buffer in the RTT (int, half float, float...)
- * @param isCube True if a cube texture needs to be created
- * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
- * @param generateDepthBuffer True to generate a depth buffer
- * @param generateStencilBuffer True to generate a stencil buffer
- * @param isMulti True if multiple textures need to be created (Draw Buffers)
- * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
- */
- constructor(name: string, size: number | {
- width: number;
- height: number;
- } | {
- ratio: number;
- }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number);
- /**
- * Creates a depth stencil texture.
- * This is only available in WebGL 2 or with the depth texture extension available.
- * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
- * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
- * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
- */
- createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
- private _processSizeParameter;
- /**
- * Define the number of samples to use in case of MSAA.
- * It defaults to one meaning no MSAA has been enabled.
- */
- samples: number;
- /**
- * Resets the refresh counter of the texture and start bak from scratch.
- * Could be usefull to regenerate the texture if it is setup to render only once.
- */
- resetRefreshCounter(): void;
- /**
- * Define the refresh rate of the texture or the rendering frequency.
- * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
- */
- refreshRate: number;
- /**
- * Adds a post process to the render target rendering passes.
- * @param postProcess define the post process to add
- */
- addPostProcess(postProcess: PostProcess): void;
- /**
- * Clear all the post processes attached to the render target
- * @param dispose define if the cleared post processesshould also be disposed (false by default)
- */
- clearPostProcesses(dispose?: boolean): void;
- /**
- * Remove one of the post process from the list of attached post processes to the texture
- * @param postProcess define the post process to remove from the list
- */
- removePostProcess(postProcess: PostProcess): void;
- /** @hidden */
- _shouldRender(): boolean;
- /**
- * Gets the actual render size of the texture.
- * @returns the width of the render size
- */
- getRenderSize(): number;
- /**
- * Gets the actual render width of the texture.
- * @returns the width of the render size
- */
- getRenderWidth(): number;
- /**
- * Gets the actual render height of the texture.
- * @returns the height of the render size
- */
- getRenderHeight(): number;
- /**
- * Get if the texture can be rescaled or not.
- */
- readonly canRescale: boolean;
- /**
- * Resize the texture using a ratio.
- * @param ratio the ratio to apply to the texture size in order to compute the new target size
- */
- scale(ratio: number): void;
- /**
- * Get the texture reflection matrix used to rotate/transform the reflection.
- * @returns the reflection matrix
- */
- getReflectionTextureMatrix(): Matrix;
- /**
- * Resize the texture to a new desired size.
- * Be carrefull as it will recreate all the data in the new texture.
- * @param size Define the new size. It can be:
- * - a number for squared texture,
- * - an object containing { width: number, height: number }
- * - or an object containing a ratio { ratio: number }
- */
- resize(size: number | {
- width: number;
- height: number;
- } | {
- ratio: number;
- }): void;
- /**
- * Renders all the objects from the render list into the texture.
- * @param useCameraPostProcess Define if camera post processes should be used during the rendering
- * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
- */
- render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
- private _bestReflectionRenderTargetDimension;
- protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
- private renderToTarget;
- /**
- * Overrides the default sort function applied in the renderging group to prepare the meshes.
- * This allowed control for front to back rendering or reversly depending of the special needs.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
- * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
- * @param transparentSortCompareFn The transparent queue comparison function use to sort.
- */
- setRenderingOrder(renderingGroupId: number, opaqueSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, alphaTestSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>, transparentSortCompareFn?: Nullable<(a: SubMesh, b: SubMesh) => number>): void;
- /**
- * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
- *
- * @param renderingGroupId The rendering group id corresponding to its index
- * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
- */
- setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
- /**
- * Clones the texture.
- * @returns the cloned texture
- */
- clone(): RenderTargetTexture;
- /**
- * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
- * @returns The JSON representation of the texture
- */
- serialize(): any;
- /**
- * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
- */
- disposeFramebufferObjects(): void;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- /** @hidden */
- _rebuild(): void;
- /**
- * Clear the info related to rendering groups preventing retention point in material dispose.
- */
- freeRenderingGroups(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
- * @see http://doc.babylonjs.com/babylon101/materials#texture
- */
- class Texture extends BaseTexture {
- /** nearest is mag = nearest and min = nearest and mip = linear */
- static readonly NEAREST_SAMPLINGMODE: number;
- /** nearest is mag = nearest and min = nearest and mip = linear */
- static readonly NEAREST_NEAREST_MIPLINEAR: number;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- static readonly BILINEAR_SAMPLINGMODE: number;
- /** Bilinear is mag = linear and min = linear and mip = nearest */
- static readonly LINEAR_LINEAR_MIPNEAREST: number;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- static readonly TRILINEAR_SAMPLINGMODE: number;
- /** Trilinear is mag = linear and min = linear and mip = linear */
- static readonly LINEAR_LINEAR_MIPLINEAR: number;
- /** mag = nearest and min = nearest and mip = nearest */
- static readonly NEAREST_NEAREST_MIPNEAREST: number;
- /** mag = nearest and min = linear and mip = nearest */
- static readonly NEAREST_LINEAR_MIPNEAREST: number;
- /** mag = nearest and min = linear and mip = linear */
- static readonly NEAREST_LINEAR_MIPLINEAR: number;
- /** mag = nearest and min = linear and mip = none */
- static readonly NEAREST_LINEAR: number;
- /** mag = nearest and min = nearest and mip = none */
- static readonly NEAREST_NEAREST: number;
- /** mag = linear and min = nearest and mip = nearest */
- static readonly LINEAR_NEAREST_MIPNEAREST: number;
- /** mag = linear and min = nearest and mip = linear */
- static readonly LINEAR_NEAREST_MIPLINEAR: number;
- /** mag = linear and min = linear and mip = none */
- static readonly LINEAR_LINEAR: number;
- /** mag = linear and min = nearest and mip = none */
- static readonly LINEAR_NEAREST: number;
- /** Explicit coordinates mode */
- static readonly EXPLICIT_MODE: number;
- /** Spherical coordinates mode */
- static readonly SPHERICAL_MODE: number;
- /** Planar coordinates mode */
- static readonly PLANAR_MODE: number;
- /** Cubic coordinates mode */
- static readonly CUBIC_MODE: number;
- /** Projection coordinates mode */
- static readonly PROJECTION_MODE: number;
- /** Inverse Cubic coordinates mode */
- static readonly SKYBOX_MODE: number;
- /** Inverse Cubic coordinates mode */
- static readonly INVCUBIC_MODE: number;
- /** Equirectangular coordinates mode */
- static readonly EQUIRECTANGULAR_MODE: number;
- /** Equirectangular Fixed coordinates mode */
- static readonly FIXED_EQUIRECTANGULAR_MODE: number;
- /** Equirectangular Fixed Mirrored coordinates mode */
- static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
- /** Texture is not repeating outside of 0..1 UVs */
- static readonly CLAMP_ADDRESSMODE: number;
- /** Texture is repeating outside of 0..1 UVs */
- static readonly WRAP_ADDRESSMODE: number;
- /** Texture is repeating and mirrored */
- static readonly MIRROR_ADDRESSMODE: number;
- /**
- * Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file
- */
- static UseSerializedUrlIfAny: boolean;
- /**
- * Define the url of the texture.
- */
- url: Nullable<string>;
- /**
- * Define an offset on the texture to offset the u coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
- */
- uOffset: number;
- /**
- * Define an offset on the texture to offset the v coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
- */
- vOffset: number;
- /**
- * Define an offset on the texture to scale the u coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials#tiling
- */
- uScale: number;
- /**
- * Define an offset on the texture to scale the v coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials#tiling
- */
- vScale: number;
- /**
- * Define an offset on the texture to rotate around the u coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials
- */
- uAng: number;
- /**
- * Define an offset on the texture to rotate around the v coordinates of the UVs
- * @see http://doc.babylonjs.com/how_to/more_materials
- */
- vAng: number;
- /**
- * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
- * @see http://doc.babylonjs.com/how_to/more_materials
- */
- wAng: number;
- /**
- * Defines the center of rotation (U)
- */
- uRotationCenter: number;
- /**
- * Defines the center of rotation (V)
- */
- vRotationCenter: number;
- /**
- * Defines the center of rotation (W)
- */
- wRotationCenter: number;
- /**
- * Are mip maps generated for this texture or not.
- */
- readonly noMipmap: boolean;
- private _noMipmap;
- /** @hidden */
- _invertY: boolean;
- private _rowGenerationMatrix;
- private _cachedTextureMatrix;
- private _projectionModeMatrix;
- private _t0;
- private _t1;
- private _t2;
- private _cachedUOffset;
- private _cachedVOffset;
- private _cachedUScale;
- private _cachedVScale;
- private _cachedUAng;
- private _cachedVAng;
- private _cachedWAng;
- private _cachedProjectionMatrixId;
- private _cachedCoordinatesMode;
- /** @hidden */
- _samplingMode: number;
- /** @hidden */
- _buffer: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>;
- private _deleteBuffer;
- protected _format: Nullable<number>;
- private _delayedOnLoad;
- private _delayedOnError;
- /**
- * Observable triggered once the texture has been loaded.
- */
- onLoadObservable: Observable<Texture>;
- protected _isBlocking: boolean;
- /**
- * Is the texture preventing material to render while loading.
- * If false, a default texture will be used instead of the loading one during the preparation step.
- */
- isBlocking: boolean;
- /**
- * Get the current sampling mode associated with the texture.
- */
- readonly samplingMode: number;
- /**
- * Instantiates a new texture.
- * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
- * @see http://doc.babylonjs.com/babylon101/materials#texture
- * @param url define the url of the picture to load as a texture
- * @param scene define the scene the texture will belong to
- * @param noMipmap define if the texture will require mip maps or not
- * @param invertY define if the texture needs to be inverted on the y axis during loading
- * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
- * @param onLoad define a callback triggered when the texture has been loaded
- * @param onError define a callback triggered when an error occurred during the loading session
- * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
- * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
- * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
- */
- constructor(url: Nullable<string>, scene: Nullable<Scene>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>, deleteBuffer?: boolean, format?: number);
- /**
- * Update the url (and optional buffer) of this texture if url was null during construction.
- * @param url the url of the texture
- * @param buffer the buffer of the texture (defaults to null)
- */
- updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | HTMLImageElement | Blob>): void;
- /**
- * Finish the loading sequence of a texture flagged as delayed load.
- * @hidden
- */
- delayLoad(): void;
- /**
- * Update the sampling mode of the texture.
- * Default is Trilinear mode.
- *
- * | Value | Type | Description |
- * | ----- | ------------------ | ----------- |
- * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
- * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
- * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
- * | 4 | NEAREST_NEAREST_MIPNEAREST | |
- * | 5 | NEAREST_LINEAR_MIPNEAREST | |
- * | 6 | NEAREST_LINEAR_MIPLINEAR | |
- * | 7 | NEAREST_LINEAR | |
- * | 8 | NEAREST_NEAREST | |
- * | 9 | LINEAR_NEAREST_MIPNEAREST | |
- * | 10 | LINEAR_NEAREST_MIPLINEAR | |
- * | 11 | LINEAR_LINEAR | |
- * | 12 | LINEAR_NEAREST | |
- *
- * > _mag_: magnification filter (close to the viewer)
- * > _min_: minification filter (far from the viewer)
- * > _mip_: filter used between mip map levels
- *@param samplingMode Define the new sampling mode of the texture
- */
- updateSamplingMode(samplingMode: number): void;
- private _prepareRowForTextureGeneration;
- /**
- * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
- * @returns the transform matrix of the texture.
- */
- getTextureMatrix(): Matrix;
- /**
- * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
- * @returns The reflection texture transform
- */
- getReflectionTextureMatrix(): Matrix;
- /**
- * Clones the texture.
- * @returns the cloned texture
- */
- clone(): Texture;
- /**
- * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
- * @returns The JSON representation of the texture
- */
- serialize(): any;
- /**
- * Get the current class name of the texture usefull for serialization or dynamic coding.
- * @returns "Texture"
- */
- getClassName(): string;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- /**
- * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
- * @param parsedTexture Define the JSON representation of the texture
- * @param scene Define the scene the parsed texture should be instantiated in
- * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
- * @returns The parsed texture if successful
- */
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
- /**
- * Creates a texture from its base 64 representation.
- * @param data Define the base64 payload without the data: prefix
- * @param name Define the name of the texture in the scene useful fo caching purpose for instance
- * @param scene Define the scene the texture should belong to
- * @param noMipmap Forces the texture to not create mip map information if true
- * @param invertY define if the texture needs to be inverted on the y axis during loading
- * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
- * @param onLoad define a callback triggered when the texture has been loaded
- * @param onError define a callback triggered when an error occurred during the loading session
- * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
- * @returns the created texture
- */
- static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
- /**
- * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
- * @param data Define the base64 payload without the data: prefix
- * @param name Define the name of the texture in the scene useful fo caching purpose for instance
- * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
- * @param scene Define the scene the texture should belong to
- * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
- * @param noMipmap Forces the texture to not create mip map information if true
- * @param invertY define if the texture needs to be inverted on the y axis during loading
- * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
- * @param onLoad define a callback triggered when the texture has been loaded
- * @param onError define a callback triggered when an error occurred during the loading session
- * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
- * @returns the created texture
- */
- static LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number): Texture;
- }
- }
- declare module BABYLON {
- /**
- * Settings for finer control over video usage
- */
- interface VideoTextureSettings {
- /**
- * Applies `autoplay` to video, if specified
- */
- autoPlay?: boolean;
- /**
- * Applies `loop` to video, if specified
- */
- loop?: boolean;
- /**
- * Automatically updates internal texture from video at every frame in the render loop
- */
- autoUpdateTexture: boolean;
- /**
- * Image src displayed during the video loading or until the user interacts with the video.
- */
- poster?: string;
- }
- /**
- * If you want to display a video in your scene, this is the special texture for that.
- * This special texture works similar to other textures, with the exception of a few parameters.
- * @see https://doc.babylonjs.com/how_to/video_texture
- */
- class VideoTexture extends Texture {
- /**
- * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
- */
- readonly autoUpdateTexture: boolean;
- /**
- * The video instance used by the texture internally
- */
- readonly video: HTMLVideoElement;
- private _onUserActionRequestedObservable;
- /**
- * Event triggerd when a dom action is required by the user to play the video.
- * This happens due to recent changes in browser policies preventing video to auto start.
- */
- readonly onUserActionRequestedObservable: Observable<Texture>;
- private _generateMipMaps;
- private _engine;
- private _stillImageCaptured;
- private _poster;
- /**
- * Creates a video texture.
- * If you want to display a video in your scene, this is the special texture for that.
- * This special texture works similar to other textures, with the exception of a few parameters.
- * @see https://doc.babylonjs.com/how_to/video_texture
- * @param name optional name, will detect from video source, if not defined
- * @param src can be used to provide an url, array of urls or an already setup HTML video element.
- * @param scene is obviously the current scene.
- * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
- * @param invertY is false by default but can be used to invert video on Y axis
- * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
- * @param settings allows finer control over video usage
- */
- constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
- private _getName;
- private _getVideo;
- private _createInternalTexture;
- private reset;
- /**
- * @hidden Internal method to initiate `update`.
- */
- _rebuild(): void;
- /**
- * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
- */
- update(): void;
- /**
- * Update Texture in `manual` mode. Does not do anything if not visible or paused.
- * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
- */
- updateTexture(isVisible: boolean): void;
- protected _updateInternalTexture: (e?: Event | undefined) => void;
- /**
- * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
- * @param url New url.
- */
- updateURL(url: string): void;
- /**
- * Dispose the texture and release its associated resources.
- */
- dispose(): void;
- /**
- * Creates a video texture straight from your WebCam video feed.
- * @param scene Define the scene the texture should be created in
- * @param onReady Define a callback to triggered once the texture will be ready
- * @param constraints Define the constraints to use to create the web cam feed from WebRTC
- */
- static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
- minWidth: number;
- maxWidth: number;
- minHeight: number;
- maxHeight: number;
- deviceId: string;
- }): void;
- }
- }
- declare var DracoDecoderModule: any;
- declare var WebAssembly: any;
- declare module BABYLON {
- /**
- * Configuration for Draco compression
- */
- interface IDracoCompressionConfiguration {
- /**
- * Configuration for the decoder.
- */
- decoder?: {
- /**
- * The url to the WebAssembly module.
- */
- wasmUrl?: string;
- /**
- * The url to the WebAssembly binary.
- */
- wasmBinaryUrl?: string;
- /**
- * The url to the fallback JavaScript module.
- */
- fallbackUrl?: string;
- };
- }
- /**
- * Draco compression (https://google.github.io/draco/)
- *
- * This class wraps the Draco module.
- *
- * **Encoder**
- *
- * The encoder is not currently implemented.
- *
- * **Decoder**
- *
- * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
- *
- * To update the configuration, use the following code:
- * ```javascript
- * BABYLON.DracoCompression.Configuration = {
- * decoder: {
- * wasmUrl: "<url to the WebAssembly library>",
- * wasmBinaryUrl: "<url to the WebAssembly binary>",
- * fallbackUrl: "<url to the fallback JavaScript library>",
- * }
- * };
- * ```
- *
- * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
- * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
- * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
- *
- * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
- * ```javascript
- * var dracoCompression = new BABYLON.DracoCompression();
- * var vertexData = await dracoCompression.decodeMeshAsync(data, {
- * [BABYLON.VertexBuffer.PositionKind]: 0
- * });
- * ```
- *
- * @see https://www.babylonjs-playground.com/#N3EK4B#0
- */
- class DracoCompression implements IDisposable {
- private static _DecoderModulePromise;
- /**
- * The configuration. Defaults to the following urls:
- * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
- * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
- * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
- */
- static Configuration: IDracoCompressionConfiguration;
- /**
- * Returns true if the decoder is available.
- */
- static readonly DecoderAvailable: boolean;
- /**
- * Constructor
- */
- constructor();
- /**
- * Stop all async operations and release resources.
- */
- dispose(): void;
- /**
- * Decode Draco compressed mesh data to vertex data.
- * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
- * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
- * @returns A promise that resolves with the decoded vertex data
- */
- decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes: {
- [kind: string]: number;
- }): Promise<VertexData>;
- private static _GetDecoderModule;
- private static _LoadScriptAsync;
- private static _LoadFileAsync;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a box.
- * It emits the particles randomly between 2 given directions.
- */
- class BoxParticleEmitter implements IParticleEmitterType {
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- direction1: Vector3;
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- direction2: Vector3;
- /**
- * Minimum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
- */
- minEmitBox: Vector3;
- /**
- * Maximum box point around our emitter. Our emitter is the center of particles source, but if you want your particles to emit from more than one point, then you can tell it to do so.
- */
- maxEmitBox: Vector3;
- /**
- * Creates a new instance BoxParticleEmitter
- */
- constructor();
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): BoxParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "BoxParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a cone.
- * It emits the particles alongside the cone volume from the base to the particle.
- * The emission direction might be randomized.
- */
- class ConeParticleEmitter implements IParticleEmitterType {
- /** defines how much to randomize the particle direction [0-1] (default is 0) */
- directionRandomizer: number;
- private _radius;
- private _angle;
- private _height;
- /**
- * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
- */
- radiusRange: number;
- /**
- * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
- */
- heightRange: number;
- /**
- * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
- */
- emitFromSpawnPointOnly: boolean;
- /**
- * Gets or sets the radius of the emission cone
- */
- radius: number;
- /**
- * Gets or sets the angle of the emission cone
- */
- angle: number;
- private _buildHeight;
- /**
- * Creates a new instance ConeParticleEmitter
- * @param radius the radius of the emission cone (1 by default)
- * @param angles the cone base angle (PI by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
- */
- constructor(radius?: number, angle?: number,
- /** defines how much to randomize the particle direction [0-1] (default is 0) */
- directionRandomizer?: number);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): ConeParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "ConeParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a cylinder.
- * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
- */
- class CylinderParticleEmitter implements IParticleEmitterType {
- /**
- * The radius of the emission cylinder.
- */
- radius: number;
- /**
- * The height of the emission cylinder.
- */
- height: number;
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange: number;
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer: number;
- /**
- * Creates a new instance CylinderParticleEmitter
- * @param radius the radius of the emission cylinder (1 by default)
- * @param height the height of the emission cylinder (1 by default)
- * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1]
- */
- constructor(
- /**
- * The radius of the emission cylinder.
- */
- radius?: number,
- /**
- * The height of the emission cylinder.
- */
- height?: number,
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange?: number,
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer?: number);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): CylinderParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "CylinderParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- /**
- * Particle emitter emitting particles from the inside of a cylinder.
- * It emits the particles randomly between two vectors.
- */
- class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
- /**
- * The min limit of the emission direction.
- */
- direction1: Vector3;
- /**
- * The max limit of the emission direction.
- */
- direction2: Vector3;
- /**
- * Creates a new instance CylinderDirectedParticleEmitter
- * @param radius the radius of the emission cylinder (1 by default)
- * @param height the height of the emission cylinder (1 by default)
- * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param direction1 the min limit of the emission direction (up vector by default)
- * @param direction2 the max limit of the emission direction (up vector by default)
- */
- constructor(radius?: number, height?: number, radiusRange?: number,
- /**
- * The min limit of the emission direction.
- */
- direction1?: Vector3,
- /**
- * The max limit of the emission direction.
- */
- direction2?: Vector3);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): CylinderDirectedParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "CylinderDirectedParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a hemisphere.
- * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
- */
- class HemisphericParticleEmitter implements IParticleEmitterType {
- /**
- * The radius of the emission hemisphere.
- */
- radius: number;
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange: number;
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer: number;
- /**
- * Creates a new instance HemisphericParticleEmitter
- * @param radius the radius of the emission hemisphere (1 by default)
- * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1]
- */
- constructor(
- /**
- * The radius of the emission hemisphere.
- */
- radius?: number,
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange?: number,
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer?: number);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): HemisphericParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "HemisphericParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter represents a volume emitting particles.
- * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
- */
- interface IParticleEmitterType {
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): IParticleEmitterType;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns the effect defines string
- */
- getEffectDefines(): string;
- /**
- * Returns a string representing the class name
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from a point.
- * It emits the particles randomly between 2 given directions.
- */
- class PointParticleEmitter implements IParticleEmitterType {
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- direction1: Vector3;
- /**
- * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
- */
- direction2: Vector3;
- /**
- * Creates a new instance PointParticleEmitter
- */
- constructor();
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): PointParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "PointParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /**
- * Particle emitter emitting particles from the inside of a sphere.
- * It emits the particles alongside the sphere radius. The emission direction might be randomized.
- */
- class SphereParticleEmitter implements IParticleEmitterType {
- /**
- * The radius of the emission sphere.
- */
- radius: number;
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange: number;
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer: number;
- /**
- * Creates a new instance SphereParticleEmitter
- * @param radius the radius of the emission sphere (1 by default)
- * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
- * @param directionRandomizer defines how much to randomize the particle direction [0-1]
- */
- constructor(
- /**
- * The radius of the emission sphere.
- */
- radius?: number,
- /**
- * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
- */
- radiusRange?: number,
- /**
- * How much to randomize the particle direction [0-1].
- */
- directionRandomizer?: number);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Called by the particle System when the position is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param positionToUpdate is the position vector to update with the result
- * @param particle is the particle we are computed the position for
- */
- startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): SphereParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "SphereParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- /**
- * Particle emitter emitting particles from the inside of a sphere.
- * It emits the particles randomly between two vectors.
- */
- class SphereDirectedParticleEmitter extends SphereParticleEmitter {
- /**
- * The min limit of the emission direction.
- */
- direction1: Vector3;
- /**
- * The max limit of the emission direction.
- */
- direction2: Vector3;
- /**
- * Creates a new instance SphereDirectedParticleEmitter
- * @param radius the radius of the emission sphere (1 by default)
- * @param direction1 the min limit of the emission direction (up vector by default)
- * @param direction2 the max limit of the emission direction (up vector by default)
- */
- constructor(radius?: number,
- /**
- * The min limit of the emission direction.
- */
- direction1?: Vector3,
- /**
- * The max limit of the emission direction.
- */
- direction2?: Vector3);
- /**
- * Called by the particle System when the direction is computed for the created particle.
- * @param worldMatrix is the world matrix of the particle system
- * @param directionToUpdate is the direction vector to update with the result
- * @param particle is the particle we are computed the direction for
- */
- startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
- /**
- * Clones the current emitter and returns a copy of it
- * @returns the new emitter
- */
- clone(): SphereDirectedParticleEmitter;
- /**
- * Called by the GPUParticleSystem to setup the update shader
- * @param effect defines the update shader
- */
- applyToShader(effect: Effect): void;
- /**
- * Returns a string to use to update the GPU particles update shader
- * @returns a string containng the defines string
- */
- getEffectDefines(): string;
- /**
- * Returns the string "SphereDirectedParticleEmitter"
- * @returns a string containing the class name
- */
- getClassName(): string;
- /**
- * Serializes the particle system to a JSON object.
- * @returns the JSON object
- */
- serialize(): any;
- /**
- * Parse properties from a JSON object
- * @param serializationObject defines the JSON object
- */
- parse(serializationObject: any): void;
- }
- }
- declare module BABYLON {
- /** @hidden */
- class CannonJSPlugin implements IPhysicsEnginePlugin {
- private _useDeltaForWorldStep;
- world: any;
- name: string;
- private _physicsMaterials;
- private _fixedTimeStep;
- BJSCANNON: any;
- constructor(_useDeltaForWorldStep?: boolean, iterations?: number);
- setGravity(gravity: Vector3): void;
- setTimeStep(timeStep: number): void;
- getTimeStep(): number;
- executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
- applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- generatePhysicsBody(impostor: PhysicsImpostor): void;
- private _processChildMeshes;
- removePhysicsBody(impostor: PhysicsImpostor): void;
- generateJoint(impostorJoint: PhysicsImpostorJoint): void;
- removeJoint(impostorJoint: PhysicsImpostorJoint): void;
- private _addMaterial;
- private _checkWithEpsilon;
- private _createShape;
- private _createHeightmap;
- private _minus90X;
- private _plus90X;
- private _tmpPosition;
- private _tmpDeltaPosition;
- private _tmpUnityRotation;
- private _updatePhysicsBodyTransformation;
- setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
- setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
- isSupported(): boolean;
- setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
- setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
- getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- setBodyMass(impostor: PhysicsImpostor, mass: number): void;
- getBodyMass(impostor: PhysicsImpostor): number;
- getBodyFriction(impostor: PhysicsImpostor): number;
- setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
- getBodyRestitution(impostor: PhysicsImpostor): number;
- setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
- sleepBody(impostor: PhysicsImpostor): void;
- wakeUpBody(impostor: PhysicsImpostor): void;
- updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
- setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
- setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
- syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
- getRadius(impostor: PhysicsImpostor): number;
- getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
- dispose(): void;
- private _extendNamespace;
- }
- }
- declare module BABYLON {
- /** @hidden */
- class OimoJSPlugin implements IPhysicsEnginePlugin {
- world: any;
- name: string;
- BJSOIMO: any;
- constructor(iterations?: number);
- setGravity(gravity: Vector3): void;
- setTimeStep(timeStep: number): void;
- getTimeStep(): number;
- private _tmpImpostorsArray;
- executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
- applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
- generatePhysicsBody(impostor: PhysicsImpostor): void;
- private _tmpPositionVector;
- removePhysicsBody(impostor: PhysicsImpostor): void;
- generateJoint(impostorJoint: PhysicsImpostorJoint): void;
- removeJoint(impostorJoint: PhysicsImpostorJoint): void;
- isSupported(): boolean;
- setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
- setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
- setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
- setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
- getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
- setBodyMass(impostor: PhysicsImpostor, mass: number): void;
- getBodyMass(impostor: PhysicsImpostor): number;
- getBodyFriction(impostor: PhysicsImpostor): number;
- setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
- getBodyRestitution(impostor: PhysicsImpostor): number;
- setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
- sleepBody(impostor: PhysicsImpostor): void;
- wakeUpBody(impostor: PhysicsImpostor): void;
- updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
- setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
- setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
- syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
- getRadius(impostor: PhysicsImpostor): number;
- getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * This represents a set of one or more post processes in Babylon.
- * A post process can be used to apply a shader to a texture after it is rendered.
- * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
- */
- class PostProcessRenderEffect {
- private _postProcesses;
- private _getPostProcesses;
- private _singleInstance;
- private _cameras;
- private _indicesForCamera;
- /**
- * Name of the effect
- * @hidden
- */
- _name: string;
- /**
- * Instantiates a post process render effect.
- * A post process can be used to apply a shader to a texture after it is rendered.
- * @param engine The engine the effect is tied to
- * @param name The name of the effect
- * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
- * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
- */
- constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
- /**
- * Checks if all the post processes in the effect are supported.
- */
- readonly isSupported: boolean;
- /**
- * Updates the current state of the effect
- * @hidden
- */
- _update(): void;
- /**
- * Attaches the effect on cameras
- * @param cameras The camera to attach to.
- * @hidden
- */
- _attachCameras(cameras: Camera): void;
- /**
- * Attaches the effect on cameras
- * @param cameras The camera to attach to.
- * @hidden
- */
- _attachCameras(cameras: Camera[]): void;
- /**
- * Detatches the effect on cameras
- * @param cameras The camera to detatch from.
- * @hidden
- */
- _detachCameras(cameras: Camera): void;
- /**
- * Detatches the effect on cameras
- * @param cameras The camera to detatch from.
- * @hidden
- */
- _detachCameras(cameras: Camera[]): void;
- /**
- * Enables the effect on given cameras
- * @param cameras The camera to enable.
- * @hidden
- */
- _enable(cameras: Camera): void;
- /**
- * Enables the effect on given cameras
- * @param cameras The camera to enable.
- * @hidden
- */
- _enable(cameras: Nullable<Camera[]>): void;
- /**
- * Disables the effect on the given cameras
- * @param cameras The camera to disable.
- * @hidden
- */
- _disable(cameras: Camera): void;
- /**
- * Disables the effect on the given cameras
- * @param cameras The camera to disable.
- * @hidden
- */
- _disable(cameras: Nullable<Camera[]>): void;
- /**
- * Gets a list of the post processes contained in the effect.
- * @param camera The camera to get the post processes on.
- * @returns The list of the post processes in the effect.
- */
- getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
- }
- }
- declare module BABYLON {
- /**
- * PostProcessRenderPipeline
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
- */
- class PostProcessRenderPipeline {
- private engine;
- private _renderEffects;
- private _renderEffectsForIsolatedPass;
- /**
- * @hidden
- */
- protected _cameras: Camera[];
- /** @hidden */
- _name: string;
- /**
- * Initializes a PostProcessRenderPipeline
- * @param engine engine to add the pipeline to
- * @param name name of the pipeline
- */
- constructor(engine: Engine, name: string);
- /**
- * "PostProcessRenderPipeline"
- * @returns "PostProcessRenderPipeline"
- */
- getClassName(): string;
- /**
- * If all the render effects in the pipeline are support
- */
- readonly isSupported: boolean;
- /**
- * Adds an effect to the pipeline
- * @param renderEffect the effect to add
- */
- addEffect(renderEffect: PostProcessRenderEffect): void;
- /** @hidden */
- _rebuild(): void;
- /** @hidden */
- _enableEffect(renderEffectName: string, cameras: Camera): void;
- /** @hidden */
- _enableEffect(renderEffectName: string, cameras: Camera[]): void;
- /** @hidden */
- _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
- /** @hidden */
- _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
- /** @hidden */
- _attachCameras(cameras: Camera, unique: boolean): void;
- /** @hidden */
- _attachCameras(cameras: Camera[], unique: boolean): void;
- /** @hidden */
- _detachCameras(cameras: Camera): void;
- /** @hidden */
- _detachCameras(cameras: Nullable<Camera[]>): void;
- /** @hidden */
- _update(): void;
- /** @hidden */
- _reset(): void;
- protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
- /**
- * Disposes of the pipeline
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- /**
- * PostProcessRenderPipelineManager class
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
- */
- class PostProcessRenderPipelineManager {
- private _renderPipelines;
- /**
- * Initializes a PostProcessRenderPipelineManager
- * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
- */
- constructor();
- /**
- * Adds a pipeline to the manager
- * @param renderPipeline The pipeline to add
- */
- addPipeline(renderPipeline: PostProcessRenderPipeline): void;
- /**
- * Attaches a camera to the pipeline
- * @param renderPipelineName The name of the pipeline to attach to
- * @param cameras the camera to attach
- * @param unique if the camera can be attached multiple times to the pipeline
- */
- attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
- /**
- * Detaches a camera from the pipeline
- * @param renderPipelineName The name of the pipeline to detach from
- * @param cameras the camera to detach
- */
- detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
- /**
- * Enables an effect by name on a pipeline
- * @param renderPipelineName the name of the pipeline to enable the effect in
- * @param renderEffectName the name of the effect to enable
- * @param cameras the cameras that the effect should be enabled on
- */
- enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
- /**
- * Disables an effect by name on a pipeline
- * @param renderPipelineName the name of the pipeline to disable the effect in
- * @param renderEffectName the name of the effect to disable
- * @param cameras the cameras that the effect should be disabled on
- */
- disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
- /**
- * Updates the state of all contained render pipelines and disposes of any non supported pipelines
- */
- update(): void;
- /** @hidden */
- _rebuild(): void;
- /**
- * Disposes of the manager and pipelines
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface Scene {
- /** @hidden (Backing field) */
- _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
- /**
- * Gets the postprocess render pipeline manager
- * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
- * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
- */
- readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
- }
- /**
- * Defines the Render Pipeline scene component responsible to rendering pipelines
- */
- class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources
- */
- dispose(): void;
- private _gatherRenderTargets;
- }
- }
- declare module BABYLON {
- /**
- * Helper class dealing with the extraction of spherical polynomial dataArray
- * from a cube map.
- */
- class CubeMapToSphericalPolynomialTools {
- private static FileFaces;
- /**
- * Converts a texture to the according Spherical Polynomial data.
- * This extracts the first 3 orders only as they are the only one used in the lighting.
- *
- * @param texture The texture to extract the information from.
- * @return The Spherical Polynomial data.
- */
- static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
- /**
- * Converts a cubemap to the according Spherical Polynomial data.
- * This extracts the first 3 orders only as they are the only one used in the lighting.
- *
- * @param cubeInfo The Cube map to extract the information from.
- * @return The Spherical Polynomial data.
- */
- static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
- }
- }
- declare module BABYLON {
- /**
- * Header information of HDR texture files.
- */
- interface HDRInfo {
- /**
- * The height of the texture in pixels.
- */
- height: number;
- /**
- * The width of the texture in pixels.
- */
- width: number;
- /**
- * The index of the beginning of the data in the binary file.
- */
- dataPosition: number;
- }
- /**
- * This groups tools to convert HDR texture to native colors array.
- */
- class HDRTools {
- private static Ldexp;
- private static Rgbe2float;
- private static readStringLine;
- /**
- * Reads header information from an RGBE texture stored in a native array.
- * More information on this format are available here:
- * https://en.wikipedia.org/wiki/RGBE_image_format
- *
- * @param uint8array The binary file stored in native array.
- * @return The header information.
- */
- static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
- /**
- * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
- * This RGBE texture needs to store the information as a panorama.
- *
- * More information on this format are available here:
- * https://en.wikipedia.org/wiki/RGBE_image_format
- *
- * @param buffer The binary file stored in an array buffer.
- * @param size The expected size of the extracted cubemap.
- * @return The Cube Map information.
- */
- static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
- /**
- * Returns the pixels data extracted from an RGBE texture.
- * This pixels will be stored left to right up to down in the R G B order in one array.
- *
- * More information on this format are available here:
- * https://en.wikipedia.org/wiki/RGBE_image_format
- *
- * @param uint8array The binary file stored in an array buffer.
- * @param hdrInfo The header information of the file.
- * @return The pixels data in RGB right to left up to down order.
- */
- static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
- private static RGBE_ReadPixels_RLE;
- }
- }
- declare module BABYLON {
- /**
- * CubeMap information grouping all the data for each faces as well as the cubemap size.
- */
- interface CubeMapInfo {
- /**
- * The pixel array for the front face.
- * This is stored in format, left to right, up to down format.
- */
- front: Nullable<ArrayBufferView>;
- /**
- * The pixel array for the back face.
- * This is stored in format, left to right, up to down format.
- */
- back: Nullable<ArrayBufferView>;
- /**
- * The pixel array for the left face.
- * This is stored in format, left to right, up to down format.
- */
- left: Nullable<ArrayBufferView>;
- /**
- * The pixel array for the right face.
- * This is stored in format, left to right, up to down format.
- */
- right: Nullable<ArrayBufferView>;
- /**
- * The pixel array for the up face.
- * This is stored in format, left to right, up to down format.
- */
- up: Nullable<ArrayBufferView>;
- /**
- * The pixel array for the down face.
- * This is stored in format, left to right, up to down format.
- */
- down: Nullable<ArrayBufferView>;
- /**
- * The size of the cubemap stored.
- *
- * Each faces will be size * size pixels.
- */
- size: number;
- /**
- * The format of the texture.
- *
- * RGBA, RGB.
- */
- format: number;
- /**
- * The type of the texture data.
- *
- * UNSIGNED_INT, FLOAT.
- */
- type: number;
- /**
- * Specifies whether the texture is in gamma space.
- */
- gammaSpace: boolean;
- }
- /**
- * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
- */
- class PanoramaToCubeMapTools {
- private static FACE_FRONT;
- private static FACE_BACK;
- private static FACE_RIGHT;
- private static FACE_LEFT;
- private static FACE_DOWN;
- private static FACE_UP;
- /**
- * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
- *
- * @param float32Array The source data.
- * @param inputWidth The width of the input panorama.
- * @param inputHeight The height of the input panorama.
- * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
- * @return The cubemap data
- */
- static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
- private static CreateCubemapTexture;
- private static CalcProjectionSpherical;
- }
- }
- declare module BABYLON {
- }
- declare module BABYLON {
- }
- declare module BABYLON {
- }
- declare module BABYLON {
- }
- declare module BABYLON {
- /**
- * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
- * Custom Procedural textures are the easiest way to create your own procedural in your application.
- * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
- */
- class CustomProceduralTexture extends ProceduralTexture {
- private _animate;
- private _time;
- private _config;
- private _texturePath;
- /**
- * Instantiates a new Custom Procedural Texture.
- * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
- * Custom Procedural textures are the easiest way to create your own procedural in your application.
- * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
- * @param name Define the name of the texture
- * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
- * @param size Define the size of the texture to create
- * @param scene Define the scene the texture belongs to
- * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
- * @param generateMipMaps Define if the texture should creates mip maps or not
- */
- constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
- private _loadJson;
- /**
- * Is the texture ready to be used ? (rendered at least once)
- * @returns true if ready, otherwise, false.
- */
- isReady(): boolean;
- /**
- * Render the texture to its associated render target.
- * @param useCameraPostProcess Define if camera post process should be applied to the texture
- */
- render(useCameraPostProcess?: boolean): void;
- /**
- * Update the list of dependant textures samplers in the shader.
- */
- updateTextures(): void;
- /**
- * Update the uniform values of the procedural texture in the shader.
- */
- updateShaderUniforms(): void;
- /**
- * Define if the texture animates or not.
- */
- animate: boolean;
- }
- }
- declare module BABYLON {
- /**
- * Class used to generate noise procedural textures
- */
- class NoiseProceduralTexture extends ProceduralTexture {
- private _time;
- /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
- brightness: number;
- /** Defines the number of octaves to process */
- octaves: number;
- /** Defines the level of persistence (0.8 by default) */
- persistence: number;
- /** Gets or sets animation speed factor (default is 1) */
- animationSpeedFactor: number;
- /**
- * Creates a new NoiseProceduralTexture
- * @param name defines the name fo the texture
- * @param size defines the size of the texture (default is 256)
- * @param scene defines the hosting scene
- * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
- * @param generateMipMaps defines if mipmaps must be generated (true by default)
- */
- constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
- private _updateShaderUniforms;
- protected _getDefines(): string;
- /** Generate the current state of the procedural texture */
- render(useCameraPostProcess?: boolean): void;
- /**
- * Serializes this noise procedural texture
- * @returns a serialized noise procedural texture object
- */
- serialize(): any;
- /**
- * Creates a NoiseProceduralTexture from parsed noise procedural texture data
- * @param parsedTexture defines parsed texture data
- * @param scene defines the current scene
- * @param rootUrl defines the root URL containing noise procedural texture information
- * @returns a parsed NoiseProceduralTexture
- */
- static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NoiseProceduralTexture;
- }
- }
- declare module BABYLON {
- /**
- * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
- * This is the base class of any Procedural texture and contains most of the shareable code.
- * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
- */
- class ProceduralTexture extends Texture {
- isCube: boolean;
- /**
- * Define if the texture is enabled or not (disabled texture will not render)
- */
- isEnabled: boolean;
- /**
- * Define if the texture must be cleared before rendering (default is true)
- */
- autoClear: boolean;
- /**
- * Callback called when the texture is generated
- */
- onGenerated: () => void;
- /**
- * Event raised when the texture is generated
- */
- onGeneratedObservable: Observable<ProceduralTexture>;
- /** @hidden */
- _generateMipMaps: boolean;
- /** @hidden **/
- _effect: Effect;
- /** @hidden */
- _textures: {
- [key: string]: Texture;
- };
- private _size;
- private _currentRefreshId;
- private _refreshRate;
- private _vertexBuffers;
- private _indexBuffer;
- private _uniforms;
- private _samplers;
- private _fragment;
- private _floats;
- private _ints;
- private _floatsArrays;
- private _colors3;
- private _colors4;
- private _vectors2;
- private _vectors3;
- private _matrices;
- private _fallbackTexture;
- private _fallbackTextureUsed;
- private _engine;
- private _cachedDefines;
- private _contentUpdateId;
- private _contentData;
- /**
- * Instantiates a new procedural texture.
- * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
- * This is the base class of any Procedural texture and contains most of the shareable code.
- * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
- * @param name Define the name of the texture
- * @param size Define the size of the texture to create
- * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
- * @param scene Define the scene the texture belongs to
- * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
- * @param generateMipMaps Define if the texture should creates mip maps or not
- * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
- */
- constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
- /**
- * Gets texture content (Use this function wisely as reading from a texture can be slow)
- * @returns an ArrayBufferView (Uint8Array or Float32Array)
- */
- getContent(): Nullable<ArrayBufferView>;
- private _createIndexBuffer;
- /** @hidden */
- _rebuild(): void;
- /**
- * Resets the texture in order to recreate its associated resources.
- * This can be called in case of context loss
- */
- reset(): void;
- protected _getDefines(): string;
- /**
- * Is the texture ready to be used ? (rendered at least once)
- * @returns true if ready, otherwise, false.
- */
- isReady(): boolean;
- /**
- * Resets the refresh counter of the texture and start bak from scratch.
- * Could be usefull to regenerate the texture if it is setup to render only once.
- */
- resetRefreshCounter(): void;
- /**
- * Set the fragment shader to use in order to render the texture.
- * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
- */
- setFragment(fragment: any): void;
- /**
- * Define the refresh rate of the texture or the rendering frequency.
- * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
- */
- refreshRate: number;
- /** @hidden */
- _shouldRender(): boolean;
- /**
- * Get the size the texture is rendering at.
- * @returns the size (texture is always squared)
- */
- getRenderSize(): number;
- /**
- * Resize the texture to new value.
- * @param size Define the new size the texture should have
- * @param generateMipMaps Define whether the new texture should create mip maps
- */
- resize(size: number, generateMipMaps: boolean): void;
- private _checkUniform;
- /**
- * Set a texture in the shader program used to render.
- * @param name Define the name of the uniform samplers as defined in the shader
- * @param texture Define the texture to bind to this sampler
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setTexture(name: string, texture: Texture): ProceduralTexture;
- /**
- * Set a float in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setFloat(name: string, value: number): ProceduralTexture;
- /**
- * Set a int in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setInt(name: string, value: number): ProceduralTexture;
- /**
- * Set an array of floats in the shader.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setFloats(name: string, value: number[]): ProceduralTexture;
- /**
- * Set a vec3 in the shader from a Color3.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setColor3(name: string, value: Color3): ProceduralTexture;
- /**
- * Set a vec4 in the shader from a Color4.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setColor4(name: string, value: Color4): ProceduralTexture;
- /**
- * Set a vec2 in the shader from a Vector2.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setVector2(name: string, value: Vector2): ProceduralTexture;
- /**
- * Set a vec3 in the shader from a Vector3.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setVector3(name: string, value: Vector3): ProceduralTexture;
- /**
- * Set a mat4 in the shader from a MAtrix.
- * @param name Define the name of the uniform as defined in the shader
- * @param value Define the value to give to the uniform
- * @return the texture itself allowing "fluent" like uniform updates
- */
- setMatrix(name: string, value: Matrix): ProceduralTexture;
- /**
- * Render the texture to its associated render target.
- * @param useCameraPostProcess Define if camera post process should be applied to the texture
- */
- render(useCameraPostProcess?: boolean): void;
- /**
- * Clone the texture.
- * @returns the cloned texture
- */
- clone(): ProceduralTexture;
- /**
- * Dispose the texture and release its asoociated resources.
- */
- dispose(): void;
- }
- }
- declare module BABYLON {
- interface AbstractScene {
- /**
- * The list of procedural textures added to the scene
- * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
- */
- proceduralTextures: Array<ProceduralTexture>;
- }
- /**
- * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
- * in a given scene.
- */
- class ProceduralTextureSceneComponent implements ISceneComponent {
- /**
- * The component name helpfull to identify the component in the list of scene components.
- */
- readonly name: string;
- /**
- * The scene the component belongs to.
- */
- scene: Scene;
- /**
- * Creates a new instance of the component for the given scene
- * @param scene Defines the scene to register the component in
- */
- constructor(scene: Scene);
- /**
- * Registers the component in a given scene
- */
- register(): void;
- /**
- * Rebuilds the elements related to this component in case of
- * context lost for instance.
- */
- rebuild(): void;
- /**
- * Disposes the component and the associated ressources.
- */
- dispose(): void;
- private _beforeClear;
- }
- }
- declare module BABYLON {
- /**
- * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
- * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
- */
- class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
- private _scene;
- private _camerasToBeAttached;
- /**
- * ID of the sharpen post process,
- */
- private readonly SharpenPostProcessId;
- /**
- * @ignore
- * ID of the image processing post process;
- */
- readonly ImageProcessingPostProcessId: string;
- /**
- * @ignore
- * ID of the Fast Approximate Anti-Aliasing post process;
- */
- readonly FxaaPostProcessId: string;
- /**
- * ID of the chromatic aberration post process,
- */
- private readonly ChromaticAberrationPostProcessId;
- /**
- * ID of the grain post process
- */
- private readonly GrainPostProcessId;
- /**
- * Sharpen post process which will apply a sharpen convolution to enhance edges
- */
- sharpen: SharpenPostProcess;
- private _sharpenEffect;
- private bloom;
- /**
- * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
- */
- depthOfField: DepthOfFieldEffect;
- /**
- * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
- */
- fxaa: FxaaPostProcess;
- /**
- * Image post processing pass used to perform operations such as tone mapping or color grading.
- */
- imageProcessing: ImageProcessingPostProcess;
- /**
- * Chromatic aberration post process which will shift rgb colors in the image
- */
- chromaticAberration: ChromaticAberrationPostProcess;
- private _chromaticAberrationEffect;
- /**
- * Grain post process which add noise to the image
- */
- grain: GrainPostProcess;
- private _grainEffect;
- /**
- * Glow post process which adds a glow to emmisive areas of the image
- */
- private _glowLayer;
- /**
- * Animations which can be used to tweak settings over a period of time
- */
- animations: Animation[];
- private _imageProcessingConfigurationObserver;
- private _sharpenEnabled;
- private _bloomEnabled;
- private _depthOfFieldEnabled;
- private _depthOfFieldBlurLevel;
- private _fxaaEnabled;
- private _imageProcessingEnabled;
- private _defaultPipelineTextureType;
- private _bloomScale;
- private _chromaticAberrationEnabled;
- private _grainEnabled;
- private _buildAllowed;
- /**
- * Enable or disable the sharpen process from the pipeline
- */
- sharpenEnabled: boolean;
- private _resizeObserver;
- private _hardwareScaleLevel;
- private _bloomKernel;
- /**
- * Specifies the size of the bloom blur kernel, relative to the final output size
- */
- bloomKernel: number;
- /**
- * Specifies the weight of the bloom in the final rendering
- */
- private _bloomWeight;
- /**
- * Specifies the luma threshold for the area that will be blurred by the bloom
- */
- private _bloomThreshold;
- private _hdr;
- /**
- * The strength of the bloom.
- */
- bloomWeight: number;
- /**
- * The strength of the bloom.
- */
- bloomThreshold: number;
- /**
- * The scale of the bloom, lower value will provide better performance.
- */
- bloomScale: number;
- /**
- * Enable or disable the bloom from the pipeline
- */
- bloomEnabled: boolean;
- private _rebuildBloom;
- /**
- * If the depth of field is enabled.
- */
- depthOfFieldEnabled: boolean;
- /**
- * Blur level of the depth of field effect. (Higher blur will effect performance)
- */
- depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
- /**
- * If the anti aliasing is enabled.
- */
- fxaaEnabled: boolean;
- private _samples;
- /**
- * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
- */
- samples: number;
- /**
- * If image processing is enabled.
- */
- imageProcessingEnabled: boolean;
- /**
- * If glow layer is enabled. (Adds a glow effect to emmissive materials)
- */
- glowLayerEnabled: boolean;
- /**
- * Enable or disable the chromaticAberration process from the pipeline
- */
- chromaticAberrationEnabled: boolean;
- /**
- * Enable or disable the grain process from the pipeline
- */
- grainEnabled: boolean;
- /**
- * @constructor
- * @param name - The rendering pipeline name (default: "")
- * @param hdr - If high dynamic range textures should be used (default: true)
- * @param scene - The scene linked to this pipeline (default: the last created scene)
- * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
- * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
- */
- constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
- /**
- * Force the compilation of the entire pipeline.
- */
- prepare(): void;
- private _hasCleared;
- private _prevPostProcess;
- private _prevPrevPostProcess;
- private _setAutoClearAndTextureSharing;
- private _depthOfFieldSceneObserver;
- private _buildPipeline;
- private _disposePostProcesses;
- /**
- * Adds a camera to the pipeline
- * @param camera the camera to be added
- */
- addCamera(camera: Camera): void;
- /**
- * Removes a camera from the pipeline
- * @param camera the camera to remove
- */
- removeCamera(camera: Camera): void;
- /**
- * Dispose of the pipeline and stop all post processes
- */
- dispose(): void;
- /**
- * Serialize the rendering pipeline (Used when exporting)
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Parse the serialized pipeline
- * @param source Source pipeline.
- * @param scene The scene to load the pipeline to.
- * @param rootUrl The URL of the serialized pipeline.
- * @returns An instantiated pipeline from the serialized object.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
- }
- }
- declare module BABYLON {
- /**
- * BABYLON.JS Chromatic Aberration GLSL Shader
- * Author: Olivier Guyot
- * Separates very slightly R, G and B colors on the edges of the screen
- * Inspired by Francois Tarlier & Martins Upitis
- */
- class LensRenderingPipeline extends PostProcessRenderPipeline {
- /**
- * @ignore
- * The chromatic aberration PostProcess id in the pipeline
- */
- LensChromaticAberrationEffect: string;
- /**
- * @ignore
- * The highlights enhancing PostProcess id in the pipeline
- */
- HighlightsEnhancingEffect: string;
- /**
- * @ignore
- * The depth-of-field PostProcess id in the pipeline
- */
- LensDepthOfFieldEffect: string;
- private _scene;
- private _depthTexture;
- private _grainTexture;
- private _chromaticAberrationPostProcess;
- private _highlightsPostProcess;
- private _depthOfFieldPostProcess;
- private _edgeBlur;
- private _grainAmount;
- private _chromaticAberration;
- private _distortion;
- private _highlightsGain;
- private _highlightsThreshold;
- private _dofDistance;
- private _dofAperture;
- private _dofDarken;
- private _dofPentagon;
- private _blurNoise;
- /**
- * @constructor
- *
- * Effect parameters are as follow:
- * {
- * chromatic_aberration: number; // from 0 to x (1 for realism)
- * edge_blur: number; // from 0 to x (1 for realism)
- * distortion: number; // from 0 to x (1 for realism)
- * grain_amount: number; // from 0 to 1
- * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
- * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
- * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
- * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
- * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
- * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
- * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
- * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
- * }
- * Note: if an effect parameter is unset, effect is disabled
- *
- * @param name The rendering pipeline name
- * @param parameters - An object containing all parameters (see above)
- * @param scene The scene linked to this pipeline
- * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
- * @param cameras The array of cameras that the rendering pipeline will be attached to
- */
- constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
- /**
- * Sets the amount of blur at the edges
- * @param amount blur amount
- */
- setEdgeBlur(amount: number): void;
- /**
- * Sets edge blur to 0
- */
- disableEdgeBlur(): void;
- /**
- * Sets the amout of grain
- * @param amount Amount of grain
- */
- setGrainAmount(amount: number): void;
- /**
- * Set grain amount to 0
- */
- disableGrain(): void;
- /**
- * Sets the chromatic aberration amount
- * @param amount amount of chromatic aberration
- */
- setChromaticAberration(amount: number): void;
- /**
- * Sets chromatic aberration amount to 0
- */
- disableChromaticAberration(): void;
- /**
- * Sets the EdgeDistortion amount
- * @param amount amount of EdgeDistortion
- */
- setEdgeDistortion(amount: number): void;
- /**
- * Sets edge distortion to 0
- */
- disableEdgeDistortion(): void;
- /**
- * Sets the FocusDistance amount
- * @param amount amount of FocusDistance
- */
- setFocusDistance(amount: number): void;
- /**
- * Disables depth of field
- */
- disableDepthOfField(): void;
- /**
- * Sets the Aperture amount
- * @param amount amount of Aperture
- */
- setAperture(amount: number): void;
- /**
- * Sets the DarkenOutOfFocus amount
- * @param amount amount of DarkenOutOfFocus
- */
- setDarkenOutOfFocus(amount: number): void;
- /**
- * Creates a pentagon bokeh effect
- */
- enablePentagonBokeh(): void;
- /**
- * Disables the pentagon bokeh effect
- */
- disablePentagonBokeh(): void;
- /**
- * Enables noise blur
- */
- enableNoiseBlur(): void;
- /**
- * Disables noise blur
- */
- disableNoiseBlur(): void;
- /**
- * Sets the HighlightsGain amount
- * @param amount amount of HighlightsGain
- */
- setHighlightsGain(amount: number): void;
- /**
- * Sets the HighlightsThreshold amount
- * @param amount amount of HighlightsThreshold
- */
- setHighlightsThreshold(amount: number): void;
- /**
- * Disables highlights
- */
- disableHighlights(): void;
- /**
- * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
- * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
- */
- dispose(disableDepthRender?: boolean): void;
- private _createChromaticAberrationPostProcess;
- private _createHighlightsPostProcess;
- private _createDepthOfFieldPostProcess;
- private _createGrainTexture;
- }
- }
- declare module BABYLON {
- /**
- * Render pipeline to produce ssao effect
- */
- class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
- /**
- * @ignore
- * The PassPostProcess id in the pipeline that contains the original scene color
- */
- SSAOOriginalSceneColorEffect: string;
- /**
- * @ignore
- * The SSAO PostProcess id in the pipeline
- */
- SSAORenderEffect: string;
- /**
- * @ignore
- * The horizontal blur PostProcess id in the pipeline
- */
- SSAOBlurHRenderEffect: string;
- /**
- * @ignore
- * The vertical blur PostProcess id in the pipeline
- */
- SSAOBlurVRenderEffect: string;
- /**
- * @ignore
- * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
- */
- SSAOCombineRenderEffect: string;
- /**
- * The output strength of the SSAO post-process. Default value is 1.0.
- */
- totalStrength: number;
- /**
- * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
- */
- maxZ: number;
- /**
- * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
- */
- minZAspect: number;
- private _samples;
- /**
- * Number of samples used for the SSAO calculations. Default value is 8
- */
- samples: number;
- private _textureSamples;
- /**
- * Number of samples to use for antialiasing
- */
- textureSamples: number;
- /**
- * Ratio object used for SSAO ratio and blur ratio
- */
- private _ratio;
- /**
- * Dynamically generated sphere sampler.
- */
- private _sampleSphere;
- /**
- * Blur filter offsets
- */
- private _samplerOffsets;
- private _expensiveBlur;
- /**
- * If bilateral blur should be used
- */
- expensiveBlur: boolean;
- /**
- * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
- */
- radius: number;
- /**
- * The base color of the SSAO post-process
- * The final result is "base + ssao" between [0, 1]
- */
- base: number;
- /**
- * Support test.
- */
- static readonly IsSupported: boolean;
- private _scene;
- private _depthTexture;
- private _normalTexture;
- private _randomTexture;
- private _originalColorPostProcess;
- private _ssaoPostProcess;
- private _blurHPostProcess;
- private _blurVPostProcess;
- private _ssaoCombinePostProcess;
- private _firstUpdate;
- /**
- * @constructor
- * @param name The rendering pipeline name
- * @param scene The scene linked to this pipeline
- * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
- * @param cameras The array of cameras that the rendering pipeline will be attached to
- */
- constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
- /**
- * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
- */
- dispose(disableGeometryBufferRenderer?: boolean): void;
- private _createBlurPostProcess;
- /** @hidden */
- _rebuild(): void;
- private _bits;
- private _radicalInverse_VdC;
- private _hammersley;
- private _hemisphereSample_uniform;
- private _generateHemisphere;
- private _createSSAOPostProcess;
- private _createSSAOCombinePostProcess;
- private _createRandomTexture;
- /**
- * Serialize the rendering pipeline (Used when exporting)
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Parse the serialized pipeline
- * @param source Source pipeline.
- * @param scene The scene to load the pipeline to.
- * @param rootUrl The URL of the serialized pipeline.
- * @returns An instantiated pipeline from the serialized object.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
- }
- }
- declare module BABYLON {
- /**
- * Render pipeline to produce ssao effect
- */
- class SSAORenderingPipeline extends PostProcessRenderPipeline {
- /**
- * @ignore
- * The PassPostProcess id in the pipeline that contains the original scene color
- */
- SSAOOriginalSceneColorEffect: string;
- /**
- * @ignore
- * The SSAO PostProcess id in the pipeline
- */
- SSAORenderEffect: string;
- /**
- * @ignore
- * The horizontal blur PostProcess id in the pipeline
- */
- SSAOBlurHRenderEffect: string;
- /**
- * @ignore
- * The vertical blur PostProcess id in the pipeline
- */
- SSAOBlurVRenderEffect: string;
- /**
- * @ignore
- * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
- */
- SSAOCombineRenderEffect: string;
- /**
- * The output strength of the SSAO post-process. Default value is 1.0.
- */
- totalStrength: number;
- /**
- * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
- */
- radius: number;
- /**
- * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
- * Must not be equal to fallOff and superior to fallOff.
- * Default value is 0.975
- */
- area: number;
- /**
- * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
- * Must not be equal to area and inferior to area.
- * Default value is 0.0
- */
- fallOff: number;
- /**
- * The base color of the SSAO post-process
- * The final result is "base + ssao" between [0, 1]
- */
- base: number;
- private _scene;
- private _depthTexture;
- private _randomTexture;
- private _originalColorPostProcess;
- private _ssaoPostProcess;
- private _blurHPostProcess;
- private _blurVPostProcess;
- private _ssaoCombinePostProcess;
- private _firstUpdate;
- /**
- * @constructor
- * @param name - The rendering pipeline name
- * @param scene - The scene linked to this pipeline
- * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
- * @param cameras - The array of cameras that the rendering pipeline will be attached to
- */
- constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
- /**
- * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
- */
- dispose(disableDepthRender?: boolean): void;
- private _createBlurPostProcess;
- /** @hidden */
- _rebuild(): void;
- private _createSSAOPostProcess;
- private _createSSAOCombinePostProcess;
- private _createRandomTexture;
- }
- }
- declare module BABYLON {
- /**
- * Standard rendering pipeline
- * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
- * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
- */
- class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
- /**
- * Public members
- */
- /**
- * Post-process which contains the original scene color before the pipeline applies all the effects
- */
- originalPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to down scale an image x4
- */
- downSampleX4PostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to calculate the illuminated surfaces controlled by a threshold
- */
- brightPassPostProcess: Nullable<PostProcess>;
- /**
- * Post-process array storing all the horizontal blur post-processes used by the pipeline
- */
- blurHPostProcesses: PostProcess[];
- /**
- * Post-process array storing all the vertical blur post-processes used by the pipeline
- */
- blurVPostProcesses: PostProcess[];
- /**
- * Post-process used to add colors of 2 textures (typically brightness + real scene color)
- */
- textureAdderPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to create volumetric lighting effect
- */
- volumetricLightPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to smooth the previous volumetric light post-process on the X axis
- */
- volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
- /**
- * Post-process used to smooth the previous volumetric light post-process on the Y axis
- */
- volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
- /**
- * Post-process used to merge the volumetric light effect and the real scene color
- */
- volumetricLightMergePostProces: Nullable<PostProcess>;
- /**
- * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
- */
- volumetricLightFinalPostProcess: Nullable<PostProcess>;
- /**
- * Base post-process used to calculate the average luminance of the final image for HDR
- */
- luminancePostProcess: Nullable<PostProcess>;
- /**
- * Post-processes used to create down sample post-processes in order to get
- * the average luminance of the final image for HDR
- * Array of length "StandardRenderingPipeline.LuminanceSteps"
- */
- luminanceDownSamplePostProcesses: PostProcess[];
- /**
- * Post-process used to create a HDR effect (light adaptation)
- */
- hdrPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
- */
- textureAdderFinalPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
- */
- lensFlareFinalPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to merge the final HDR post-process and the real scene color
- */
- hdrFinalPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to create a lens flare effect
- */
- lensFlarePostProcess: Nullable<PostProcess>;
- /**
- * Post-process that merges the result of the lens flare post-process and the real scene color
- */
- lensFlareComposePostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to create a motion blur effect
- */
- motionBlurPostProcess: Nullable<PostProcess>;
- /**
- * Post-process used to create a depth of field effect
- */
- depthOfFieldPostProcess: Nullable<PostProcess>;
- /**
- * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
- */
- fxaaPostProcess: Nullable<FxaaPostProcess>;
- /**
- * Represents the brightness threshold in order to configure the illuminated surfaces
- */
- brightThreshold: number;
- /**
- * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
- */
- blurWidth: number;
- /**
- * Sets if the blur for highlighted surfaces must be only horizontal
- */
- horizontalBlur: boolean;
- /**
- * Sets the overall exposure used by the pipeline
- */
- exposure: number;
- /**
- * Texture used typically to simulate "dirty" on camera lens
- */
- lensTexture: Nullable<Texture>;
- /**
- * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
- */
- volumetricLightCoefficient: number;
- /**
- * The overall power of volumetric lights, typically in interval [0, 10] maximum
- */
- volumetricLightPower: number;
- /**
- * Used the set the blur intensity to smooth the volumetric lights
- */
- volumetricLightBlurScale: number;
- /**
- * Light (spot or directional) used to generate the volumetric lights rays
- * The source light must have a shadow generate so the pipeline can get its
- * depth map
- */
- sourceLight: Nullable<SpotLight | DirectionalLight>;
- /**
- * For eye adaptation, represents the minimum luminance the eye can see
- */
- hdrMinimumLuminance: number;
- /**
- * For eye adaptation, represents the decrease luminance speed
- */
- hdrDecreaseRate: number;
- /**
- * For eye adaptation, represents the increase luminance speed
- */
- hdrIncreaseRate: number;
- /**
- * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
- */
- lensColorTexture: Nullable<Texture>;
- /**
- * The overall strengh for the lens flare effect
- */
- lensFlareStrength: number;
- /**
- * Dispersion coefficient for lens flare ghosts
- */
- lensFlareGhostDispersal: number;
- /**
- * Main lens flare halo width
- */
- lensFlareHaloWidth: number;
- /**
- * Based on the lens distortion effect, defines how much the lens flare result
- * is distorted
- */
- lensFlareDistortionStrength: number;
- /**
- * Lens star texture must be used to simulate rays on the flares and is available
- * in the documentation
- */
- lensStarTexture: Nullable<Texture>;
- /**
- * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
- * flare effect by taking account of the dirt texture
- */
- lensFlareDirtTexture: Nullable<Texture>;
- /**
- * Represents the focal length for the depth of field effect
- */
- depthOfFieldDistance: number;
- /**
- * Represents the blur intensity for the blurred part of the depth of field effect
- */
- depthOfFieldBlurWidth: number;
- /**
- * For motion blur, defines how much the image is blurred by the movement
- */
- motionStrength: number;
- /**
- * List of animations for the pipeline (IAnimatable implementation)
- */
- animations: Animation[];
- /**
- * Private members
- */
- private _scene;
- private _currentDepthOfFieldSource;
- private _basePostProcess;
- private _hdrCurrentLuminance;
- private _floatTextureType;
- private _ratio;
- private _bloomEnabled;
- private _depthOfFieldEnabled;
- private _vlsEnabled;
- private _lensFlareEnabled;
- private _hdrEnabled;
- private _motionBlurEnabled;
- private _fxaaEnabled;
- private _motionBlurSamples;
- private _volumetricLightStepsCount;
- private _samples;
- /**
- * @ignore
- * Specifies if the bloom pipeline is enabled
- */
- BloomEnabled: boolean;
- /**
- * @ignore
- * Specifies if the depth of field pipeline is enabed
- */
- DepthOfFieldEnabled: boolean;
- /**
- * @ignore
- * Specifies if the lens flare pipeline is enabed
- */
- LensFlareEnabled: boolean;
- /**
- * @ignore
- * Specifies if the HDR pipeline is enabled
- */
- HDREnabled: boolean;
- /**
- * @ignore
- * Specifies if the volumetric lights scattering effect is enabled
- */
- VLSEnabled: boolean;
- /**
- * @ignore
- * Specifies if the motion blur effect is enabled
- */
- MotionBlurEnabled: boolean;
- /**
- * Specifies if anti-aliasing is enabled
- */
- fxaaEnabled: boolean;
- /**
- * Specifies the number of steps used to calculate the volumetric lights
- * Typically in interval [50, 200]
- */
- volumetricLightStepsCount: number;
- /**
- * Specifies the number of samples used for the motion blur effect
- * Typically in interval [16, 64]
- */
- motionBlurSamples: number;
- /**
- * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
- */
- samples: number;
- /**
- * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
- * @constructor
- * @param name The rendering pipeline name
- * @param scene The scene linked to this pipeline
- * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
- * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
- * @param cameras The array of cameras that the rendering pipeline will be attached to
- */
- constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
- private _buildPipeline;
- private _createDownSampleX4PostProcess;
- private _createBrightPassPostProcess;
- private _createBlurPostProcesses;
- private _createTextureAdderPostProcess;
- private _createVolumetricLightPostProcess;
- private _createLuminancePostProcesses;
- private _createHdrPostProcess;
- private _createLensFlarePostProcess;
- private _createDepthOfFieldPostProcess;
- private _createMotionBlurPostProcess;
- private _getDepthTexture;
- private _disposePostProcesses;
- /**
- * Dispose of the pipeline and stop all post processes
- */
- dispose(): void;
- /**
- * Serialize the rendering pipeline (Used when exporting)
- * @returns the serialized object
- */
- serialize(): any;
- /**
- * Parse the serialized pipeline
- * @param source Source pipeline.
- * @param scene The scene to load the pipeline to.
- * @param rootUrl The URL of the serialized pipeline.
- * @returns An instantiated pipeline from the serialized object.
- */
- static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
- /**
- * Luminance steps
- */
- static LuminanceSteps: number;
- }
- }
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